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General Tabletop Discussion
*Pathfinder & Starfinder
Spell Variant- Spell Chains
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<blockquote data-quote="Spatzimaus" data-source="post: 3725546" data-attributes="member: 3051"><p>Done it.  An early version of it was posted <a href="http://www.enworld.org/showthread.php?t=173191" target="_blank">here</a>.</p><p></p><p>There were "Chain spells" that were listed as level X.  You set the value of X when you memorized/cast it, and that determined the effects.  Some spells were straightforward (the <em>cure wounds</em> spell would just heal more as X increased), while others allowed more flexibility (the <em>planar jump</em> spell could mimic the 3.5E spells <em>dimension door, teleport, teleport without error, plane shift, teleport circle</em>, and even <em>gate</em>; each piece to the spell added to its level.)</p><p></p><p>In practice, it went something like this:</p><p>Take the Sorcerers' "spells known" table, and subtract 1 from ALL of the numbers.  Yes, this means that at your top level you'll often have 0 spells known.</p><p>But, at level 1, the Sorcerer picks a single Chain Spell within his specialized school (no generalists allowed).  Effectively, he's gaining one spell at each spell level, although in a very limited way.  At levels 5, 10, 15, and 20, he picks another Chain Spell within the same school.</p><p>Overall, this puts him far above the original class in number of spells known, although many of them are so similar to others he already knows that it's not worth as much.  We also made a few other tweaks to keep it balanced (like requiring a "divine focus" sort of item).</p><p></p><p>The problem is, the D&D spell list isn't really set up for this sort of thing.  There are too many gaps; for instance, while <em>phantasmal killer</em> and <em>wierd</em> should clearly be part of the same chain, there just aren't any other spells like that.  The closest we get to true "chains" are the <em>summon monster</em> spells, or a couple of the domains.  So, we later expanded this chain concept into part of our <a href="http://www.enworld.org/showthread.php?t=193936" target="_blank">homebrew system</a>, where we effectively rebuilt the spell lists from scratch.</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 3725546, member: 3051"] Done it. An early version of it was posted [url=http://www.enworld.org/showthread.php?t=173191]here[/url]. There were "Chain spells" that were listed as level X. You set the value of X when you memorized/cast it, and that determined the effects. Some spells were straightforward (the [i]cure wounds[/i] spell would just heal more as X increased), while others allowed more flexibility (the [i]planar jump[/i] spell could mimic the 3.5E spells [i]dimension door, teleport, teleport without error, plane shift, teleport circle[/i], and even [i]gate[/i]; each piece to the spell added to its level.) In practice, it went something like this: Take the Sorcerers' "spells known" table, and subtract 1 from ALL of the numbers. Yes, this means that at your top level you'll often have 0 spells known. But, at level 1, the Sorcerer picks a single Chain Spell within his specialized school (no generalists allowed). Effectively, he's gaining one spell at each spell level, although in a very limited way. At levels 5, 10, 15, and 20, he picks another Chain Spell within the same school. Overall, this puts him far above the original class in number of spells known, although many of them are so similar to others he already knows that it's not worth as much. We also made a few other tweaks to keep it balanced (like requiring a "divine focus" sort of item). The problem is, the D&D spell list isn't really set up for this sort of thing. There are too many gaps; for instance, while [i]phantasmal killer[/i] and [i]wierd[/i] should clearly be part of the same chain, there just aren't any other spells like that. The closest we get to true "chains" are the [i]summon monster[/i] spells, or a couple of the domains. So, we later expanded this chain concept into part of our [url=http://www.enworld.org/showthread.php?t=193936]homebrew system[/url], where we effectively rebuilt the spell lists from scratch. [/QUOTE]
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