sliding scale for casting time.

Kahuna Burger

First Post
This is somewhat preperatory to an alternate Elements of Magic class, but I was thinking about making the casting time for a spell related to caster and spell levels. So the highest level spell your character can cast takes one minute, the two second highest take 2 rounds, the next two a standard action, the next two a move action, and the rest a free action. (this is just one schedule, so please don't get too hung up on this exact progression - in a low magic game, for instance, the highest level of spells might be cast only as rituals or part of an item creation.)

would this be too crippling at lower levels? (clearly, it would work best for magic users that do something useful besides cast) Too powerful at high levels? (I would doubt this one greatly, but you never know). Ideas on making something like this work welcome...

Kahuna Burger
 

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I like the idea (it reminds me of how GURPS magic works) but the scale is probably a bit too steep. I'd have it start at 1 full round, then becoming a standard action, then a move action, then a free action. I'd also have a limit on how many spells can be cast per round, regardless of level.
 

hong said:
I like the idea (it reminds me of how GURPS magic works) but the scale is probably a bit too steep. I'd have it start at 1 full round, then becoming a standard action, then a move action, then a free action. I'd also have a limit on how many spells can be cast per round, regardless of level.

AFAIK, there's a standard 'one quickened spell per round' rule that seems to apply to just about any spell you can cast as afree action, so I was mentally including that as a balance. The max would seem to be one free, two move and one hasted if you aren't using the new silly looking version. :D

Like I said, the scale is totally variable. For a EOM varient I'm thinking on, it will be even steeper, for a high power mage type, much more relaxed.

Kahuna Burger
 

Cool idea Kahuna. My only question is this: What's the spread? Are talking a division of 1/3, that is, 1/3 of your spell levels are slow, 1/3 are mod, and 1/3 are fast? Or, will it be more indepth?

I'd really like to see how this will turn out. Besides that, how will you balance Quicken? For instance, a character can turn a long spell (let's say, their brand new 9th level baby) into a very speedy thing (unless you're sticking with the level costs on metamagic as they exist).

Essentially, are you only targeting casting time or will other things be effected?

Again, really neat idea.
 

SylverFlame said:
Cool idea Kahuna. My only question is this: What's the spread? Are talking a division of 1/3, that is, 1/3 of your spell levels are slow, 1/3 are mod, and 1/3 are fast? Or, will it be more indepth?

I'd really like to see how this will turn out. Besides that, how will you balance Quicken? For instance, a character can turn a long spell (let's say, their brand new 9th level baby) into a very speedy thing (unless you're sticking with the level costs on metamagic as they exist).

Essentially, are you only targeting casting time or will other things be effected?

Well, like I said I was thinking about an alternate mage class using the EoM rules, so the final set up would be very different than the current core casters. Right now I'm toying with the general idea and not sure what other changes would come into play.

I think quicken would have to go out the window, or bump a spell by one time variable. Certainly not turn a ritual casting into a free action. (though one of the other ideas that would be part of the finished product would be single use, short duration items that don't neccassarily cost xp)

As for proportions, I guess it would depend on your level. For your first few levels, everything would be slow, as you start to max out, probably a split by thirds... Again, this might not work just slapped on the current classes considering how useless a wizard would become at low levels.

Kahuna Burger
 

If you keep an eye on balance (not just for the system, but for the classes it affects in general) then I definitely see it as a good thing. Any chance of you posting a summery of the rule changes and any pro's or con's, or is that still a wee bit in the future? You have a few here already, but a larger scale version would be nice.

EDIT: Removed sig (it doesn't need to be there)
 
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Awesome Idea Kahuna. I use EoM a lot and find this addition to be very good. Perhaps the Quicken Feat could be used to up the spell point cost and reduce the time? I'll keep checking back in, great idea! :)
 

SylverFlame said:
If you keep an eye on balance (not just for the system, but for the classes it affects in general) then I definitely see it as a good thing. Any chance of you posting a summery of the rule changes and any pro's or con's, or is that still a wee bit in the future? You have a few here already, but a larger scale version would be nice.

well, it's occured to me that since I'm mostly looking at this from an elements of magic standpoint, perhaps this could be smoothly linked to magic points. Along with the other effects of going up a level, you increase the speed at which you can channel MP. At first level, it takes a minute to channel one MP (minimum half a minute even for cantrips) moving up as you go along, and eventually casting mulitple (low level) spells in one round at hgh levels.

unfortunately my EoM isn't on this computer, so I can't give a more concrete example right this moment.

The final class is probably going to be based on the mages of Barbara Hambly (sp?) who's one of my favorite fantasy writers. Ritual and craft based magic, a boatload of skills and the ability to magically enhance many of the skills. (magically enhanced listen to spread your senses through a complex searching out signs of life, for instance). Half high ritual, half pseudo psionics.

Kahuna Burger
 


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