First time post - redirect/correct me if I've erred...
I am moving to EOM rules for magic in my world, but unlike with 4E I think I can do it without abandoning my current campaign. To do this, I want to include the original spells from the PHB and other sources, but with MP costs and requirements (You must have Evoke Fire and ..... to be able to cast Flame Strike). To make things consistent, and since the original spells tend to be more powerful than similar EOM spells, I want to put in place an additional rule that any spell from those sources must be taken as signature, and so you can't make changes to them...they are what they are in the book. If you can create something just like the spell using EOM, then you can use all the EOM rules.
There are some spells that defy conversion, or seem unusually powerful compared to EOM. One of these is Magic Missile. There is no roll to hit, there is no save, it just does damage. And as you go up in level, you get more instant damage 'for free'. To balance this a bit, here are the things I'm thinking of ruling, and if anyone with EOM experience would like to give me input I'd appreciate it.
Magic Missile - must have Evoke Force. MP =3 (base). must be taken as signature. Works exactly as it does in the book, except that when you reach a level where another missile would be allowed, you only get it if you pay 1 additional MP. So you can't throw five missiles unless you're 9th level (IIRC), even if you have (3 + 4 extra missiles) 7 MP to spend. Once you're 9th or higher, 7 points gives you the max # of missiles.
7 points would be roughly the cost of a 3rd level spell by the old rules, so it costs what a Fireball would cost....seems expensive, but it's almost certain damage.
Thoughts...too much cost...too little?
I am moving to EOM rules for magic in my world, but unlike with 4E I think I can do it without abandoning my current campaign. To do this, I want to include the original spells from the PHB and other sources, but with MP costs and requirements (You must have Evoke Fire and ..... to be able to cast Flame Strike). To make things consistent, and since the original spells tend to be more powerful than similar EOM spells, I want to put in place an additional rule that any spell from those sources must be taken as signature, and so you can't make changes to them...they are what they are in the book. If you can create something just like the spell using EOM, then you can use all the EOM rules.
There are some spells that defy conversion, or seem unusually powerful compared to EOM. One of these is Magic Missile. There is no roll to hit, there is no save, it just does damage. And as you go up in level, you get more instant damage 'for free'. To balance this a bit, here are the things I'm thinking of ruling, and if anyone with EOM experience would like to give me input I'd appreciate it.
Magic Missile - must have Evoke Force. MP =3 (base). must be taken as signature. Works exactly as it does in the book, except that when you reach a level where another missile would be allowed, you only get it if you pay 1 additional MP. So you can't throw five missiles unless you're 9th level (IIRC), even if you have (3 + 4 extra missiles) 7 MP to spend. Once you're 9th or higher, 7 points gives you the max # of missiles.
7 points would be roughly the cost of a 3rd level spell by the old rules, so it costs what a Fireball would cost....seems expensive, but it's almost certain damage.
Thoughts...too much cost...too little?