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Reducing High Magic (6th-9th levels) Spell Slots Option
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<blockquote data-quote="TheSword" data-source="post: 8084332" data-attributes="member: 6879661"><p>It is interesting that you describe it as High Magic, it makes me think of the precious High Magic of elves, particularly for the creation of mythals and cooperative magic.</p><p></p><p>If you have multiple casters perhaps there are opportunities for ritual casting or higher levels spells when casters cooperate. Maybe they all contribute a level 5 slot the more casters that cooperate the more powerful the spell. Two caster can cooperate for a level 7 slot, Three for a level 9 (provided they are a higher enough level to cast level 9 spells). You could have the spell take a full round taking effect once the first caster that begins casting reaches their next turn. Giving more chance to interrupt.</p><p></p><p>And/Or you could say high magic spells can’t be pinned down into a single scroll or spell book. A caster can at best hold one spell at a time in their mind but after that a lengthy ritual (1 min at least) is needed to cast the spell - taking those combat ending spells out of general use but still allowing more utility based magic.</p><p></p><p>There are always ways of allowing higher level casters to do more per day. Maybe a set of stone tablets are needed to cast wish and the tablets drain a hp from everyone within a mile when cast. Or perhaps some spells are limited unless cast in a certain location - temple, Druid grove, laboratory.</p><p></p><p>By linking high magic to items you are removing the free form nature.</p><p></p><p>One other option is to say casters don’t get to learn High Magic, they have to be discovered in game. This can keep problem spells out of the equation.</p><p></p><p>In essence if this is how you want to proceed there are lots of ways the DM can soften the blow and actually make Higher Magic seem epic.</p></blockquote><p></p>
[QUOTE="TheSword, post: 8084332, member: 6879661"] It is interesting that you describe it as High Magic, it makes me think of the precious High Magic of elves, particularly for the creation of mythals and cooperative magic. If you have multiple casters perhaps there are opportunities for ritual casting or higher levels spells when casters cooperate. Maybe they all contribute a level 5 slot the more casters that cooperate the more powerful the spell. Two caster can cooperate for a level 7 slot, Three for a level 9 (provided they are a higher enough level to cast level 9 spells). You could have the spell take a full round taking effect once the first caster that begins casting reaches their next turn. Giving more chance to interrupt. And/Or you could say high magic spells can’t be pinned down into a single scroll or spell book. A caster can at best hold one spell at a time in their mind but after that a lengthy ritual (1 min at least) is needed to cast the spell - taking those combat ending spells out of general use but still allowing more utility based magic. There are always ways of allowing higher level casters to do more per day. Maybe a set of stone tablets are needed to cast wish and the tablets drain a hp from everyone within a mile when cast. Or perhaps some spells are limited unless cast in a certain location - temple, Druid grove, laboratory. By linking high magic to items you are removing the free form nature. One other option is to say casters don’t get to learn High Magic, they have to be discovered in game. This can keep problem spells out of the equation. In essence if this is how you want to proceed there are lots of ways the DM can soften the blow and actually make Higher Magic seem epic. [/QUOTE]
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