fuindordm
Adventurer
Man, I didn't think that little mechanic would derail this thread!
Personally, I'm quite comforable with the AU mechanic. It makes sense to me (as a physicist) that fusing things together requires more energy than breaking them apart; the extra spell slot when trading up is the glue that holds the weaving together.
As for the reason you can only trade down once, I think it's just because Monte didn't want one 9th level spell to generate 2^8 first-level spells!
But I agree that a different mechanic would be more suitable for D&D magic.
That's not a bad idea. It would make a great feat for spontaneous casters in
general:
Unravel Magic
Flavor Text: Spontaneous spellcasters can take the magical energy in a high-level slot and redistribute it into a number of lower-level slots. This is a delicate operation, and requires above-average intuition.
Requirement: Wis 13+, spontaneous spellcaster
Benefit: With 10 minutes of preparation, a spontaneous spellcaster can "unravel" a high-level spell slot and use that energy to recharge lower-level slots at a more favorable rate. Unraveling a spell of level N in this way generates N-1 spell levels that can be distributed as desired among the lower level slots.
Normal: A spontaneous caster can use a high-level spell slot to cast any one lower-level spell.
Alternative mechanic: add a concentration skill roll; the better the roll, the more efficient the unraveling.
Weave Magic
Requirement: Int 13+, spontaneous spellcaster
Benefit: One or more lower-level spells can be woven together into a high-level spell slot. This requires a concentration skill roll with DC 10 +
2 x the level of the slot being woven. (Weaving a 5th-level slot, for example, is DC20). If this check is successful, the spellcaster sacrifices a number of slots with combined levels equal to 1.5 x the target slot (round down).
Examples:
A 1st level spell can be woven from 2 0-level spells (1.5 --> 1)
A 2nd level spell can be woven from 3 1-level spells (3.0 --> 3)
A 3rd level spell can be woven from 4 1-level spells or one 2nd and 2 1st
A 4th level spell can be woven from a 1st, 2nd, and 3rd-level slot, or from 3 second-level slots
etc...
Overall this is a more favorable ratio, especially at high levels.
--Ben
--Ben
Personally, I'm quite comforable with the AU mechanic. It makes sense to me (as a physicist) that fusing things together requires more energy than breaking them apart; the extra spell slot when trading up is the glue that holds the weaving together.
As for the reason you can only trade down once, I think it's just because Monte didn't want one 9th level spell to generate 2^8 first-level spells!
But I agree that a different mechanic would be more suitable for D&D magic.
Khaalis said:I would much rather see a system that lets you recharge lower level spell slots by burning higher level spell slots with a cost. How to do that I am unsure of though, short of recharging X-1 spell levels where X is the level of the spell sacrificed. Thus a 2nd level spell could recharge a 1st or 2 0-level, while say a 9th could recharge an 8th or any combination of spell levels up to 8.
Thoughts?
That's not a bad idea. It would make a great feat for spontaneous casters in
general:
Unravel Magic
Flavor Text: Spontaneous spellcasters can take the magical energy in a high-level slot and redistribute it into a number of lower-level slots. This is a delicate operation, and requires above-average intuition.
Requirement: Wis 13+, spontaneous spellcaster
Benefit: With 10 minutes of preparation, a spontaneous spellcaster can "unravel" a high-level spell slot and use that energy to recharge lower-level slots at a more favorable rate. Unraveling a spell of level N in this way generates N-1 spell levels that can be distributed as desired among the lower level slots.
Normal: A spontaneous caster can use a high-level spell slot to cast any one lower-level spell.
Alternative mechanic: add a concentration skill roll; the better the roll, the more efficient the unraveling.
Weave Magic
Requirement: Int 13+, spontaneous spellcaster
Benefit: One or more lower-level spells can be woven together into a high-level spell slot. This requires a concentration skill roll with DC 10 +
2 x the level of the slot being woven. (Weaving a 5th-level slot, for example, is DC20). If this check is successful, the spellcaster sacrifices a number of slots with combined levels equal to 1.5 x the target slot (round down).
Examples:
A 1st level spell can be woven from 2 0-level spells (1.5 --> 1)
A 2nd level spell can be woven from 3 1-level spells (3.0 --> 3)
A 3rd level spell can be woven from 4 1-level spells or one 2nd and 2 1st
A 4th level spell can be woven from a 1st, 2nd, and 3rd-level slot, or from 3 second-level slots
etc...
Overall this is a more favorable ratio, especially at high levels.
--Ben
--Ben