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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
Archive Forums
Hosted Forums
Personal & Hosted Forums
Hosted Publisher Forums
Bad Axe Games Hosted Forum
Per-encounter Simple-Complex-Exotic Magic System for d20?
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="Wulf Ratbane" data-source="post: 3481140" data-attributes="member: 94"><p><strong>First Thoughts</strong></p><p></p><p><strong>Knowing and Readying a Spell </strong></p><p><em>[adapted from Monte Cook’s Arcana Unearthed]</em></p><p></p><p>Before a spellcaster of any kind can cast a spell, the player must determine which spells he knows and has readied.</p><p></p><p>Simple, Complex, and Exotic Spells</p><p>Simple spells are the most common and/or the easiest to cast; magical power is simply predisposed to take certain channels. </p><p></p><p>In addition, for the purposes of our discussion, simple spells are also those spells whose repeated casting is least injurious to game/story balance. This includes most combat spells, such as damaging spells and short-duration buffs.</p><p></p><p>[For my purposes, I consider a simple spell almost any spell I could create with the spell templates I proposed in HOHF: Elves. These are spells with a very basic, intuitive template, unique from school to school, that scale almost linearly with spell level.]</p><p></p><p>Complex spells require a real understanding of the fundamental underpinnings of magic. Learning and casting a complex spell requires dedicated magical study. In addition, for the purposes of our discussion, complex spells are those spells whose repeated casting, either in or out of combat, is problematic for game/story balance. It will usually include spells with long durations that might last from one encounter to the next. [It also includes spells that you just might not want cast in rapid-fire fashion.]</p><p></p><p>Exotic spells are the rarest and most complicated spells of all. For the purposes of our discussion, an exotic spell is any spell that is almost guaranteed to be detrimental to game/story balance if it is not strictly limited to one casting per day. </p><p></p><p>Clerics automatically know (and may ready) all simple and complex divine spells, and all spells in their two chosen domains.</p><p></p><p>Druids automatically know (and may ready) all simple divine spells and all spells in the air, earth, fire, water, animal, and plant domains. [Or something like that…]</p><p></p><p>[I think it’s still worthwhile to divide divine and arcane magic. I’d classify all spells that are common to both clerics and druids as simple spells with the exception of the cure spells—but they are a special case. I’ll treat them separately. Without looking at the spell lists I’m not certain this is workable. First draft and all that!]</p><p></p><p>Wizards begin play with knowledge of a limited number of spells, but may learn additional spells of any complexity by adding spells to their spellbook. There is no limit to the number of spells a wizard may know.</p><p></p><p>Bards and sorcerers (and ranger and paladins…) have a much more limited knowledge of spells. As they level up, they learn additional spells, but they are strictly limited in the maximum number of spells they know. It is no more difficult for a bard or sorcerer to learn a complex or exotic spell as opposed to a simple spell, but they do enjoy certain advantages over spell-preparation types when casting (and refreshing) simple spells.</p><p></p><p><strong>Readying Spells</strong></p><p>All casters must <em>ready</em> spells before they cast them. This means choosing a subset of spells from their list of spells known that they will have access to until they are able to ready new spells. Once a spell is readied, it does not become unreadied except under special circumstances.</p><p></p><p>Readying spells requires a fresh mental state (usually requiring eight hours of uninterrupted rest) and one hour of study or comtemplation.</p><p></p><p><strong>A Divergence from Arcana Unearthed</strong></p><p>Spell slots: They’re gone. Sort of. When you cast a readied spell, the spell is not unreadied; however, it becomes <em>expended</em> and cannot be cast again until it is <em>refreshed</em>.</p><p></p><p><strong>Using Spell Cards</strong></p><p>The easiest way to play a spellcaster is with the use of spell cards. Take each spell that you know, and put it on an index card. When you ready spells each day, take each spell card out of your Spells Known pile and put it face up in front of you, in your Spells Readied “hand.”</p><p></p><p>When you cast one of your readied spells, turn the card face down. That spell cannot be cast again until it is refreshed. [Ideally, the back of your spell card also has the spell name and complexity printed on it… so you know how easy it is to refresh…]</p><p></p><p>When you cast an exotic spell, the spell is not only expended, it is no longer readied, and cannot be readied again until the next time you ready spells. <em>If you ready an exotic spell, know that you will only be able to cast it one time per day, until the next time you ready your spells.</em></p><p></p><p>[I'm somewhat torn here as there's no easy way to allow someone to cast two exotic spells per day-- possible under the current "spell slot, spell prep" format. Maybe that's a good thing? But I wouldn't want someone to use a duplicate spell card... I don't think...]</p><p></p><p><strong>Refreshing Spells</strong></p><p>First and foremost, all expended simple spells are refreshed at the end of any encounter. Complex spells do not refresh at the end of an encounter. [It is for this reason that spells that are not particularly suited to combat encounters should probably be complex—that’s going to include most long-duration buffs, to prevent casters from freely buffing the entire party.]</p><p></p><p>There are, however, a number of other specific ways that casters can refresh their spells:</p><p></p><p>A <em>spontaneous caster</em> can refresh one simple spell (even during an encounter) as a standard action. [I can envision a feat, or even a skill check, that allows them to do this as a move action…]</p><p></p><p>A <em>spontaneous caster</em> can refresh any spell by expending another spell of the same or higher level.</p><p></p><p>Any caster can instantly refresh all of their expended spells (at any time) by spending an action point.</p><p></p><p>Any caster can refresh one complex spell by spending 10 minutes of quiet rest and reflection. [So… this means a caster could buff an entire party of four in 40 minutes: cast bull’s strength or what have you; rest to refresh the complex spell; cast again; repeat. You could extend the base unit to 15 minutes of rest to extend this to a nice, round hour.]</p><p></p><p><strong>Converting the Classes to this Format</strong></p><p></p><p>Bard: The bard’s spells per day goes away. The bard’s Spells Known becomes, also, his Spells Readied Per Day. At 1st level, add the “Spontaneous Caster” ability to the bard (which simply signifies that he is a spontaneous caster, and may be important in interation with existing feats, prestige classes, etc.).</p><p></p><p>Cleric: The cleric’s spells per day becomes his Spells Readied Per Day.</p><p></p><p>Druid: The druid’s spells per day becomes his Spells Readied Per Day.</p><p></p><p>Sorcerer: The sorcerer’s spells per day goes away. Spells Known becomes Spells Readied Per Day. At 1st level, add the “Spontaneous Caster” ability to the sorcerer (which simply signifies that he is a spontaneous caster).</p><p></p><p>Wizard: The wizard’s spells per day becomes his Spells Readied Per Day. At 1st level, add “Arcane Spell Preparation” to the wizard, which simply distinguishes him from the spontaneous casters.</p></blockquote><p></p>
[QUOTE="Wulf Ratbane, post: 3481140, member: 94"] [b]First Thoughts[/b] [b]Knowing and Readying a Spell [/b] [i][adapted from Monte Cook’s Arcana Unearthed][/i] Before a spellcaster of any kind can cast a spell, the player must determine which spells he knows and has readied. Simple, Complex, and Exotic Spells Simple spells are the most common and/or the easiest to cast; magical power is simply predisposed to take certain channels. In addition, for the purposes of our discussion, simple spells are also those spells whose repeated casting is least injurious to game/story balance. This includes most combat spells, such as damaging spells and short-duration buffs. [For my purposes, I consider a simple spell almost any spell I could create with the spell templates I proposed in HOHF: Elves. These are spells with a very basic, intuitive template, unique from school to school, that scale almost linearly with spell level.] Complex spells require a real understanding of the fundamental underpinnings of magic. Learning and casting a complex spell requires dedicated magical study. In addition, for the purposes of our discussion, complex spells are those spells whose repeated casting, either in or out of combat, is problematic for game/story balance. It will usually include spells with long durations that might last from one encounter to the next. [It also includes spells that you just might not want cast in rapid-fire fashion.] Exotic spells are the rarest and most complicated spells of all. For the purposes of our discussion, an exotic spell is any spell that is almost guaranteed to be detrimental to game/story balance if it is not strictly limited to one casting per day. Clerics automatically know (and may ready) all simple and complex divine spells, and all spells in their two chosen domains. Druids automatically know (and may ready) all simple divine spells and all spells in the air, earth, fire, water, animal, and plant domains. [Or something like that…] [I think it’s still worthwhile to divide divine and arcane magic. I’d classify all spells that are common to both clerics and druids as simple spells with the exception of the cure spells—but they are a special case. I’ll treat them separately. Without looking at the spell lists I’m not certain this is workable. First draft and all that!] Wizards begin play with knowledge of a limited number of spells, but may learn additional spells of any complexity by adding spells to their spellbook. There is no limit to the number of spells a wizard may know. Bards and sorcerers (and ranger and paladins…) have a much more limited knowledge of spells. As they level up, they learn additional spells, but they are strictly limited in the maximum number of spells they know. It is no more difficult for a bard or sorcerer to learn a complex or exotic spell as opposed to a simple spell, but they do enjoy certain advantages over spell-preparation types when casting (and refreshing) simple spells. [b]Readying Spells[/b] All casters must [i]ready[/i] spells before they cast them. This means choosing a subset of spells from their list of spells known that they will have access to until they are able to ready new spells. Once a spell is readied, it does not become unreadied except under special circumstances. Readying spells requires a fresh mental state (usually requiring eight hours of uninterrupted rest) and one hour of study or comtemplation. [b]A Divergence from Arcana Unearthed[/b] Spell slots: They’re gone. Sort of. When you cast a readied spell, the spell is not unreadied; however, it becomes [i]expended[/i] and cannot be cast again until it is [i]refreshed[/i]. [b]Using Spell Cards[/b] The easiest way to play a spellcaster is with the use of spell cards. Take each spell that you know, and put it on an index card. When you ready spells each day, take each spell card out of your Spells Known pile and put it face up in front of you, in your Spells Readied “hand.” When you cast one of your readied spells, turn the card face down. That spell cannot be cast again until it is refreshed. [Ideally, the back of your spell card also has the spell name and complexity printed on it… so you know how easy it is to refresh…] When you cast an exotic spell, the spell is not only expended, it is no longer readied, and cannot be readied again until the next time you ready spells. [i]If you ready an exotic spell, know that you will only be able to cast it one time per day, until the next time you ready your spells.[/i] [I'm somewhat torn here as there's no easy way to allow someone to cast two exotic spells per day-- possible under the current "spell slot, spell prep" format. Maybe that's a good thing? But I wouldn't want someone to use a duplicate spell card... I don't think...] [b]Refreshing Spells[/b] First and foremost, all expended simple spells are refreshed at the end of any encounter. Complex spells do not refresh at the end of an encounter. [It is for this reason that spells that are not particularly suited to combat encounters should probably be complex—that’s going to include most long-duration buffs, to prevent casters from freely buffing the entire party.] There are, however, a number of other specific ways that casters can refresh their spells: A [i]spontaneous caster[/i] can refresh one simple spell (even during an encounter) as a standard action. [I can envision a feat, or even a skill check, that allows them to do this as a move action…] A [i]spontaneous caster[/i] can refresh any spell by expending another spell of the same or higher level. Any caster can instantly refresh all of their expended spells (at any time) by spending an action point. Any caster can refresh one complex spell by spending 10 minutes of quiet rest and reflection. [So… this means a caster could buff an entire party of four in 40 minutes: cast bull’s strength or what have you; rest to refresh the complex spell; cast again; repeat. You could extend the base unit to 15 minutes of rest to extend this to a nice, round hour.] [b]Converting the Classes to this Format[/b] Bard: The bard’s spells per day goes away. The bard’s Spells Known becomes, also, his Spells Readied Per Day. At 1st level, add the “Spontaneous Caster” ability to the bard (which simply signifies that he is a spontaneous caster, and may be important in interation with existing feats, prestige classes, etc.). Cleric: The cleric’s spells per day becomes his Spells Readied Per Day. Druid: The druid’s spells per day becomes his Spells Readied Per Day. Sorcerer: The sorcerer’s spells per day goes away. Spells Known becomes Spells Readied Per Day. At 1st level, add the “Spontaneous Caster” ability to the sorcerer (which simply signifies that he is a spontaneous caster). Wizard: The wizard’s spells per day becomes his Spells Readied Per Day. At 1st level, add “Arcane Spell Preparation” to the wizard, which simply distinguishes him from the spontaneous casters. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Archive Forums
Hosted Forums
Personal & Hosted Forums
Hosted Publisher Forums
Bad Axe Games Hosted Forum
Per-encounter Simple-Complex-Exotic Magic System for d20?
Top