Possibility- three levels of spells?

Sadrik

First Post
Could the spells be divided into three levels of spells?
Spells for 1-10 level characters and spells for 11-20 level characters and spells for 21-30 level characters. This would have an equalizing effect on all spells and make "caster level" have a more important role in the game.

Anyway that is my crazy notion on how spells could work- what are yours?
 

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I'm guessing there are multiple tiers of effects -- like the shadowcaster from Tome of Magic -- that a character gains access to as they level, and those effects are cast at character level (hence "level 25 spells"). Your inducement to stay with your spellcasting class is to get more spell effects you can cast, but your spells aren't useless if you multiclass.
 

Nn, I thought you'd be talking about At Will, Per Encounter, and Per Day spells.

Guess not. :D

It does seem likely that spells will be roughly grouped into three power levels (just to provide a different feel for each block of play, even if it's not written in black and white anywhere in the rulebooks), but I don't think it'll be quite as clear cut as you propose.
 

Whizbang Dustyboots said:
I'm guessing there are multiple tiers of effects -- like the shadowcaster from Tome of Magic -- that a character gains access to as they level, and those effects are cast at character level (hence "level 25 spells"). Your inducement to stay with your spellcasting class is to get more spell effects you can cast, but your spells aren't useless if you multiclass.
Level 25 spells? Doesnt that that simply mean that a level 25 caster cast that spell. That phrase is sort of what led me down the road to thinking that actual spell levels are not as important as the casters level. It could be a level 25 magic missile for all we know. meaning simply magic missile effect at 25th caster level...
 

I have a feeling that they're going to, um, borrow AE's idea with spells and offer Common, Uncommon, and Exotic spell categories the same way they offer weapon proficiencies. I think it would be a smart move.
 

Herobizkit said:
I have a feeling that they're going to, um, borrow AE's idea with spells and offer Common, Uncommon, and Exotic spell categories the same way they offer weapon proficiencies. I think it would be a smart move.


I doubt it very seriously.

They have I think as much said that there will be a spell level for every character level. Although this is something that Monte Cook said he brought up, mostly jokingly, when they were first designing 3rd edition.

I think it will help them when balancing the spells. Say you have a spell that is too powerful to be available at 5th level as a 3rd level spell, but not powerful enough to wait for a 4th level spell at 7th level. You can instead have it as a 6th level spell, at character level 6.


Jeph said:
Nn, I thought you'd be talking about At Will, Per Encounter, and Per Day spells.


I think that *spells* will all still be per day. I think the At Will and Per Encounter mage abilities will be supernatural or spell like abilities, not cast spells.
 

Merlion said:
I think that *spells* will all still be per day. I think the At Will and Per Encounter mage abilities will be supernatural or spell like abilities, not cast spells.

I think the per encounter and at will abilities will be 'siloed' under the Vancian per day spells you will pick. For example, say you take Bigby's Crushing Hand as one of your 1/day Slots. This also lets you use Wizards Strike with your staff 1/round and a Force Bolt 1/encounter. Taking Delayed Blast Fireball gives you a fire wand attack 1/per round and a Burning Hands 1/encounter. Maybe Phantom Steed gives a 10ft Dim Door (self only) 1/round and Beneficial Transposition 1/encounter.
 

grimslade said:
I think the per encounter and at will abilities will be 'siloed' under the Vancian per day spells you will pick. For example, say you take Bigby's Crushing Hand as one of your 1/day Slots. This also lets you use Wizards Strike with your staff 1/round and a Force Bolt 1/encounter. Taking Delayed Blast Fireball gives you a fire wand attack 1/per round and a Burning Hands 1/encounter. Maybe Phantom Steed gives a 10ft Dim Door (self only) 1/round and Beneficial Transposition 1/encounter.


Thats a definite possibility. But I dont think they will be spells, mechanically.
 

Sadrik said:
Could the spells be divided into three levels of spells?
Spells for 1-10 level characters and spells for 11-20 level characters and spells for 21-30 level characters. This would have an equalizing effect on all spells and make "caster level" have a more important role in the game.

Anyway that is my crazy notion on how spells could work- what are yours?
That's really funny.

I've been (quietly and secretly) working on a four-level spellcasting system which basically targets the 1-5, 6-10, 11-15, and 16-20 ranges. :)

Cheers, -- N
 

I have a feeling that they're going to, um, borrow AE's idea with spells and offer Common, Uncommon, and Exotic spell categories the same way they offer weapon proficiencies. I think it would be a smart move.

They'll do it this way, but instead have Common, Uncommon, Rare, and Ultra Rare. You'll have to buy new spells in blind, randomly-packaged booster packs. "Dang, not another Glitterdust! This distribution sucks!"

Seriously, though, I think a more customizable spell system would be the way to go. Something with enough flexibility that you won't always be able to predict what enemy spell casters will throw at you just because any wizard of that level would have to be insane NOT to use a particular spell. That's what I like about all the templates in AE's magic system.

The three-tier thing is interesting as well. Especially if they made it so you could cast a spell below a certain level if you met certain requirement, even if it was at reduced effectiveness. Say maybe something like if you were a fire mage, you obtained fireball at 1st or 2nd level, but it only had a 10' radius and did 2d6 damage, or something like that.

JediSoth
 

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