Psionics - Arcana Evolved - Magic

Seeten

First Post
Recently I have been reading a lot of Arcana Evolved, and a lot of XPH, and I have come to a conclusion. I really like the way Psionic powers work mechanically. I like spending more to up DC, I like spending more for more dmg, I like 1st level powers retaining strength through fortification via extra PP, empowering with more pp, maximize, quicken, etc.

I like it, and the AE idea of enhanceable spells so much, I've been considering a total rework of spells to have base effects and enhancements similar to Psionics from the ground up.

I'd like to hear thoughts of others who have either tried it and had any pitfalls, others just considering some pitfalls, or people who have tried it and had it work well.
 

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Sounds interesting, but if it were me I think the work involved might make the attempt not worthwhile for the amount of benefit. Of course, if you're willing to slug it out, by all means post your results! :)

I really like the way AU/AE handles magic and psionics, and I wish you luck in your endeavor. I'd be happy to critique anything you come up with.
 

I agree -- your proposal is very ambitious, and it's one I'd like to see done well.

So please work on it, long and hard, do good work, and post the results! :)

Thanks, -- N
 

As others have said before, it is very ambitious, but tehre is one place where you might find some pointers on how to do it. Check out the Wheel of Time roleplaying game. Most of the spells there are scalable. Unlike Arcana Evolved the spells there do not usually get extra abilities as the spell scales, but usually affect a larger area, or cause more damage.
The difference there is that you do not usually know many spells, but the versatility of each spell goes a distance to cover for this.

Hope this helps,

Itzhak
 

I have been thinking along similar lines myself, recently. I like the idea that spells remain usefull for your whole career, rather than cluttering up the character sheet at high levels when they're no longer any use.

Are you familiar with the Wheel of Time game at all? That has a rather nifty scalable spell (or 'weave') system. Also I believe one of the Advanced Player's Guides (unfortunately, I can't remember which one) out there had a system for scalable spells in it, which might be worth chesking out.

As a start, I'd say that spells count as the level of the slot they are cast from for DCs and penetrating spheres (automatic heigten spell, effectively). Then I'd start merging spells from the SRD, with each spell having a list of levels it can be cast at, or options for +X levels, or in some cases both. The cure X wounds series as spells seems like it would be a nice place to start.

The spells from Arcana Unearthed/Evolved and CBoEM can easily be seen as having one +1 level option and one -1 level option each. And a lot of the psionic powers from the XPH seem more like spells to me than psionics, so converting a few of them might be an idea.

Obviously, you'd have to change sorcerers' (etc) spells known sytem. I'd probably make it like Psions and have a certain number off spells known, but of no particular levels.

I think the tricky bit is probably getting the terminology right. WoT uses 'casting level', but that is a little close to 'caster level' for my taste.

Like others have said, big job. But, if you can pull it off it'd be great IMO. Can I come and play a caster in your game?

glass.
 

Greyskull said:
As others have said before, it is very ambitious, but tehre is one place where you might find some pointers on how to do it. Check out the Wheel of Time roleplaying game. Most of the spells there are scalable. Unlike Arcana Evolved the spells there do not usually get extra abilities as the spell scales, but usually affect a larger area, or cause more damage.

Beaten to the punch. Ah well, gives me an idea...

glass said:
Then I'd start merging spells from the SRD, with each spell having a list of levels it can be cast at, or options for +X levels, or in some cases both.

I'd generally list specific levels for step changes in functionality (like in WoT, sometimes spells scale from areas or ranges in feet to ranges or areas in miles) and +1 (2,3) level options for more incremental changes (range +X, doubling etc).


glass.

EDIT: Yes I know, replying to yourself is the first sign of madness :D
 
Last edited:

Ok, I have read, and own, the Wheel of Time RPG. It isnt the inspiration for the idea, but I like some things about it.

Were I to undertake such an endeavour, my methodology would be thus: First, break everything down into specialty/sphere. (I, like Morrus, like the color wheel of MtG more than the Necromancer/Transmuter/etc) Then break out the specialty into core important precepts. Then go to the lowest "level" that precept can be, and make the basic spell. Make it scalable by either level, or spell points. I think I prefer the spell points option. This will obviously nix spontaneous casters, but I think they are redundant anyway, and spell slots have always bugged me, as has memorization.

For Example, Necromancy/Black would have Animate Dead, at level 3. It would Animate X dead at level 3, and then with additional spell points, it would raise more dead, raise dead with turn resistance and whatever else variables that seem appropriate. Do I have time to undertake this herculean task? I dont know. Nobody is paying me to do it, so probably not. But it seems like a great idea. If I ever DM a home campaign and have spell users, I may start em out at level 1 and work it up as they level.
 

Seeten said:
Ok, I have read, and own, the Wheel of Time RPG. It isnt the inspiration for the idea, but I like some things about it.

Were I to undertake such an endeavour, my methodology would be thus: First, break everything down into specialty/sphere. (I, like Morrus, like the color wheel of MtG more than the Necromancer/Transmuter/etc) Then break out the specialty into core important precepts. Then go to the lowest "level" that precept can be, and make the basic spell. Make it scalable by either level, or spell points. I think I prefer the spell points option. This will obviously nix spontaneous casters, but I think they are redundant anyway, and spell slots have always bugged me, as has memorization.

For Example, Necromancy/Black would have Animate Dead, at level 3. It would Animate X dead at level 3, and then with additional spell points, it would raise more dead, raise dead with turn resistance and whatever else variables that seem appropriate. Do I have time to undertake this herculean task? I dont know. Nobody is paying me to do it, so probably not. But it seems like a great idea. If I ever DM a home campaign and have spell users, I may start em out at level 1 and work it up as they level.
You also might want to check out ENPublishing's Elements of Magic: Revised. The system is much like this, except it gets even more interesting in that it allows you to mix two spells (they call them spell lists) you know together instead of just paying the scale price on the first one (still limited to spending equal to your caster level).
 

If you do do it, keep in mind that flexibility in itself is a very strong power.

AE spells in general are a bit weaker than 3.5 ones...but they make up for it with a great deal more flexibility. Allowing casters to keep the same power level of spells in 3.5 but making them more flexible will make casters overpowered imo.
 

glass said:
I'd generally list specific levels for step changes in functionality (like in WoT, sometimes spells scale from areas or ranges in feet to ranges or areas in miles) and +1 (2,3) level options for more incremental changes (range +X, doubling etc).

Thinking about it, this doesn't work if spells are different levels for different classes. Unless there is going to be a single unified spell list, probably everything should be expressed as +X levels (or points).


glass.
 

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