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<blockquote data-quote="Ilbranteloth" data-source="post: 7073163" data-attributes="member: 6778044"><p>Rolemaster and related games like Middle Earth Roleplaying had a system of spells that I really liked. Basically, it was a bunch of spell lists that represented a growing expertise in that class of spells.</p><p></p><p>So a 5e approach would be lists of 9 spells like:</p><p></p><p>Fire Spells </p><p>0 Fire Bolt</p><p>1 Burning Hands</p><p>2 Flaming Sphere</p><p>3 Fireball</p><p>4 Fire Shield</p><p>5 Immolation</p><p>6 Investiture of Flame</p><p>7 Wall of Fire</p><p>8 Incendiary Cloud</p><p>9 Meteor Swarm</p><p></p><p>The idea is that you learn the basic spell, and as you learn to control the magic more, you learn the other options automatically. On the one hand, it lets you select your special focus, which is cool. It works better if the spells are designed around this concept, rather than just trying to group similar spells. You might have your access limited to a certain number of spell lists, or you only get spells in the lists you learn at 1st level, unless you find other lists on your adventures. </p><p></p><p>Another approach that I've considered for sorcerers is that as spellcasters that shape magic using their innate ability, they have to learn more complex methods to shape the magic. In addition, they start by shaping the magical energies themselves into something useable.</p><p></p><p>So a 1st-level sorcerer could start with say, two damage types (lighting, fire, force, etc.). They then have access to all of the spells at that level that use that energy type, including other energy-based spells. </p><p></p><p>So if you have lightning, you can use the cantrips:</p><p></p><p>Lightning touch (reworked chill touch), lightning bolt (fire bolt), ray of lightning (ray of frost), and shocking grasp.</p><p></p><p>1st level spells</p><p>Lightning hands (burning hands), witch bolt, etc. </p><p></p><p>A better way to do it is to define what effects are possible at each spell level. So a touch spell is easier to cast than a ray, and something like fireball where the center of the effect is a distance away from you is harder still. Spells that require an attack roll are easier than those that require a saving throw, or something like that. </p><p></p><p>There are some really interesting possibilities, but to make them work well you really have to redesign the spell system for that approach. It doesn't mean it can't co-exist with another spell system - so wizards use one, and sorcerers use a different one. But it's a pretty big undertaking. I started working on some variations for my campaign, and it took a back seat to more important things. But I may still try to implement something like either of these, or a combination, for sorcerers. I'd really like for their spellcasting to be completely different from wizards.</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 7073163, member: 6778044"] Rolemaster and related games like Middle Earth Roleplaying had a system of spells that I really liked. Basically, it was a bunch of spell lists that represented a growing expertise in that class of spells. So a 5e approach would be lists of 9 spells like: Fire Spells 0 Fire Bolt 1 Burning Hands 2 Flaming Sphere 3 Fireball 4 Fire Shield 5 Immolation 6 Investiture of Flame 7 Wall of Fire 8 Incendiary Cloud 9 Meteor Swarm The idea is that you learn the basic spell, and as you learn to control the magic more, you learn the other options automatically. On the one hand, it lets you select your special focus, which is cool. It works better if the spells are designed around this concept, rather than just trying to group similar spells. You might have your access limited to a certain number of spell lists, or you only get spells in the lists you learn at 1st level, unless you find other lists on your adventures. Another approach that I've considered for sorcerers is that as spellcasters that shape magic using their innate ability, they have to learn more complex methods to shape the magic. In addition, they start by shaping the magical energies themselves into something useable. So a 1st-level sorcerer could start with say, two damage types (lighting, fire, force, etc.). They then have access to all of the spells at that level that use that energy type, including other energy-based spells. So if you have lightning, you can use the cantrips: Lightning touch (reworked chill touch), lightning bolt (fire bolt), ray of lightning (ray of frost), and shocking grasp. 1st level spells Lightning hands (burning hands), witch bolt, etc. A better way to do it is to define what effects are possible at each spell level. So a touch spell is easier to cast than a ray, and something like fireball where the center of the effect is a distance away from you is harder still. Spells that require an attack roll are easier than those that require a saving throw, or something like that. There are some really interesting possibilities, but to make them work well you really have to redesign the spell system for that approach. It doesn't mean it can't co-exist with another spell system - so wizards use one, and sorcerers use a different one. But it's a pretty big undertaking. I started working on some variations for my campaign, and it took a back seat to more important things. But I may still try to implement something like either of these, or a combination, for sorcerers. I'd really like for their spellcasting to be completely different from wizards. [/QUOTE]
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