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Sorcerers and Wizards, lets change em!

Corlon

First Post
In my campaign, wizards and sorcerers are going to be very different.

Both will not have spells per day, but here are the changes.

Wizards have staffs or books, which they directly cast their spells out of. The casting time is two full rounds per spell level (or twice the normal casting time, whichever is greater)
They still have their familiar, and they get a staff (or keep the book). The staff has fire resistance 10, and it takes a day to bond a new staff. Without a staff (or book), the wizard cannot cast spells unless they make a concentration check (DC20+spell level), and then he gets dealt 2d6 subdaul damage per spell level, plus it takes three full rounds per spell level to cast. This makes wizards worse in combat, but better outside of it. And for combat, thats what scrolls and wands are for.

Sorcerers are the same except that they get no limit, but when ever they cast a spell they get dealt 1d6 subdual damage per spell level (spell level 4 and under) and 1d8 subual damage per spell level (spell level 5 and greater).

There will be feats related to lowering the subdual damage, and upgrading casting time (a bit).

This seems to make the casters a lot more powerful to me, but more realistic.

Plz answer and add some ideas.
 
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I think it weakens them by making them waste multiple rounds to cast one spell. 6 full rounds to cast a fireball is going to be tough since the combat can easily be done by then. In addition, and damage that is taken during that time has a chance of disrubting the spell.

The idea is interesting, but I think it needs to be altered a bit.
 


First let me make fun of you for including realism in a post about magic. Now that that is out of the way ...

This increases a Wizards power a LOT outside of combat. On the other hand, it makes than damn near useless IN combat, especially at low levels when scrolls and wands are still expensive. Also, this makes Wizards much more dependent on their books than otherwise.

Sorcerors are ruined by this change as well. A 1st level Sorceror has a pretty good chance of knocking himself out after one Magic Missile. At higher levels this problem isn't quite so bad but and in fact, is almost the opposite. Subdual heals so fast, you might very well be allowing Sorcerors to cast unlimited spells per day.

If you want to try a variant magic system, I would suggest looking in Soverign Stone. I personally do not own the game, but from what I understand, they have eliminated the Wizard and Sorceror classes and replaced them with an Elemental Mage class.

There are four of said classes and each one specializes in one element. To cast a spell they make a skill check (I think they use Concentration) against the spell's cast DC. If they fail, they take subdual. They can otherwise cast all day.
 

The SS system is, IMO, one of the best magic systems out right now. Each spell has a CT (Casting Threshold, determined by following the process in the Codex Mysterium or using one of the already existing spells) that you build up to each round, by rolling a D20, adding in your relevant level, and adding any miscelanious modifiers. They limit this by having Intimate, Quick Reference, and Full Reference levels for the spells, and having a limited CT to play with in "memorizing" spells.
Peace out.
 

Really, Corlon, just get Sovereign Stone, it's like what you posted, but, all round, um, how should I put this . . . BETTER.

And don't you think that *1d6 to 1d8* subdual damage per level is a bit much? A sorcerer will nock himself out with a single spell. Make it like 1 or something, or give them a reserve of 3 x (Caster level + 1/2 Cha score). That way, they can soke up a few spells without having to worry about nocking themselves out.
 

oh, thanks a lot for that important impute.

yes, yes, I know the stuff needs a lot of work, otherwise I wouldn't of posted it up here.

The point wasn't for "buy this book you've never heard of just for a little change in rules."

Sorry about my sarcasm for those of you who actually put some helpful messages.

Can we get back on topic, I'm currently saving my money.

I don't care if this goes off in a weird direction, I just want a neat magic system, where there isn't a "spells per day limit"

Mabye mana or something.
 

But yes

The buffing spells is what I was thinking, it makes them cheap but the wizard is the adviser and helper with a couple powerful things up his sleeve, whereas the sorcerer would be more of a magical warrior.

In this campaign settings, sorcerers are thought of as dangerous and random, powerful creatures with little training.
This would also add to that picture, with sorcerers launching fireballs out of their hands, and wizards studying their staff or spellbook and coming up with the solution to getting past the wall of force.
 

Well, you could do it like Shadowrun. Offer a Concentration check, and if it isn't met, have them take some subdual damage. But, vary it, so that 1st level spellcasters aren't taken out.

Or, how about, depending on what you do, it raises certain effects. Shaken, Slowed, Dazzed, Stunned, etc. So failing would have BAD effects.
 

nice idea, kind of what I was getting at with the subdual damage, Since no one in the party is a wizard or sorcerer right now, lets get some more exact rules up.

If someone wants me to use the Sovereign Stone thing, then post up some rules like it.
 

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