D&D 3.x Spells On Demand v1.1 (At-will spells in 3.5 Edition)

CleverNickName said:
I suppose I could just give wizards two spells per level, and leave it up to the player to decide whether or not she wants to pick an Evocation spell at every level-up. Is that what you had in mind?

It in indeed the safest way to do it. Basically it means not to have any specialization rules.

For some reason, D&D rules always assumed that a specialist wizard must have some advantage over generalists, and chose to do it in terms of more spells per day, but really there is no foundation for this assumption. As soon as this benefit is granted, then it is necessary to balance the generalists back, and traditionally it has been done with the horrible (IMHO) idea of forbidden schools.

I say horrible because it is the single restriction in the game which cannot be overcome in any way, without being dicated by ethical reasons. Really, no reason for a specialist to be completely unable to learn a certain spell...

I don't see any problem in seeing those characters from Harry Potter simply pick up almost only spells from their specialty school: an Illusionist is just someone who ends up knowing more Illusions than anybody else (and maybe has some feats to make them slightly more powerful). More spells per day has nothing to do with specialization.
 

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milo said:
There is also the option of the rexerve spell feats from the Complete Mage. Rather than make them feats that they have to pick change them into spells. Pick one every three or four levels. You still have the option of casting all day with the little spells or blasting with your big spells when you need them. I also like the recharging variant from UA.

That's not a bad idea. Take a few spell-slots away from the Wizard (I'd say one at every level, mabye two), then give them a bonus [Reserve] feat at every (other?) level.
 

Pyrex said:
That's not a bad idea. Take a few spell-slots away from the Wizard (I'd say one at every level, mabye two), then give them a bonus [Reserve] feat at every (other?) level.

I heartily endorse the reserve feats from CM as well. I've tried to adapt the concept of higher level spells fueling lesser powers or spells in the vain of reserve feats. It's kinda incoherent and unplaytested as of yet but I'll post some here when I have a bit more time.
 

Derro said:
I heartily endorse the reserve feats from CM as well. I've tried to adapt the concept of higher level spells fueling lesser powers or spells in the vain of reserve feats. It's kinda incoherent and unplaytested as of yet but I'll post some here when I have a bit more time.
That would be awesome...I'd love to see what you've come up with.
 

eschwenke said:
Personally, if I wanted to make a potteresque spellcasting system, I'd first fix the skill system so that it wasn't ridiculously broken and then make it skill-based with metamagic adding to a spell's DC and bad effects occuring for missing the DC by a certain amount.

This is the way I'd go as well.

There was at least one 3rd party attempt at this. I think it was called 'Elements of Magic' or something like that.

Obviously, you'd have to take some lessons from SW:SE's pain with 'Force Use', but the basic idea is sound.
 

In the Harry Potter books, most attack spells were ranged touch attacks, which is something to keep in mind.

Also, some spellcasters could cast more spells per round than others. I'm not sure how you'd incorporate that. A spell BAB? In fact, spell combat was a portrayed a lot like physical combat, with parrying and disarming, with agility and mental quickness being most important.

You might look at the Wheel of Time d20 roleplaying game. The channeling system in the WoT books is similar to the Potterverse system, minus the wands. Unlimited uses of abilities per day, barring exhaustion, and channelers have to train to learn to do the more complicated spell-like effects. Effectiveness is a mix of inborn ability and experience, with inborn ability being more important.
 

Celebrim said:
This is the way I'd go as well.

There was at least one 3rd party attempt at this. I think it was called 'Elements of Magic' or something like that.

Obviously, you'd have to take some lessons from SW:SE's pain with 'Force Use', but the basic idea is sound.
Geez man, I don't know if I am ready to tackle the hornet's nest that is the 3.5 Skill System. I think it would be best to just leave well enough alone, and walk away slowly.

I've done a little bit of testing with my system, and it seems viable. As Urbannen pointed out, it works best for spells that have a ranged attack roll. It isn't quite as balanced for "no save" spells, or spells with area effects. And not surprisingly, the spells that are causing the biggest problems are the ones that cause permanent, instantaneous effects...like disintegration, stone shape, major creation, and create water.

I don't know how to approach balancing them. I am thinking that a Spellcraft check might be the best way to do it, something along the lines of:

Casting a spell requires a Spellcraft check (caster level check?) DC = 10 + spell level. The DC for this check increases by 1 for every spell that has been cast, until the character rests for at least 8 hours. Failure has its consequences, such as backfire or mishap. Botched spells still count as being cast, for the purpose of determining the new DC.

It adds at least one extra dice roll to every round spent casting a spell, which is something I am hesitant to do. But it is a step in the right direction...otherwise, I'll have to break out my old mana point system. :(
 

CleverNickName said:
Geez man, I don't know if I am ready to tackle the hornet's nest that is the 3.5 Skill System. I think it would be best to just leave well enough alone, and walk away slowly.

Hornet's nest? Bah. One easy rule to remember with the 3.5 skill system. Nothing, and I mean nothing is balanced with anything else. Just remember that, take a 10 and you'll be fine. ;)


Casting a spell requires a Spellcraft check (caster level check?) DC = 10 + spell level. The DC for this check increases by 1 for every spell that has been cast, until the character rests for at least 8 hours. Failure has its consequences, such as backfire or mishap. Botched spells still count as being cast, for the purpose of determining the new DC.

Is failure on a 1 only or is there a range? Equal to spell level, maybe. With the DC = 10 + sl lower level casters will have more power for sure. I think it flattens out as the caster level gets higher.

I've used a system like this. Wizards and sorcerers were the only ones really affected. As I recall wizards used spellcraft and sorcerers used caster level + CHA bonus. Sorcerers were able to rid themselves of half their spell penalty once per day. Wizards had a memory limit. They were only able to keep a certain amount of spells at hand but could readily change them with access to their spellbooks.

The only real problem was that sometimes the casters would not have the big spell they needed. Spell penalty was overwhelming. In the RAW they'd have that slot filled and available if they had chosen their spells properly. Or they'd have to rest 8 hours, so it's a bit of give and take on that one.

Magic did become a bit more trivial. When a caster has free-flowing magic, I find they tend to get a bit twitchy. Sometimes it would pay off and sometimes casters would wear themselves out without realizing it.

Talislanta 4th ed had this system. The spells in it were much more loosely defined and were built ad hoc. Elements of Magic, mentioned above, was also similar to this but was a very detailed system on it's own and required a magic system transplant instead of just a minor surgery.

There's a Harry Potter magic thread at Giant In the Playground. Try their message board as well.
 

Practiced Magic: At will 3e

While I'm amenable to the idea of at will spells I feel that 4e implements them too quickly. For the balance of that game it is probably just fine. I think in 3e it would be a very different story as the main element of the 3e challenge system is the depletion of resources. Even with different play-styles this is hardwired into the game. Or not, opinions vary.

The basic premise is with each new spell slot obtained the caster is able to choose a lower level slot that is dedicated to one spell. This spell can be cast normally, at will. All component requirements remain the same.

I am starting with a two slot cost. So anytime a caster gains a 2nd level spell slot they can dedicate one cantrip slot to become an innate spell. For greater or lesser power you can alter the slot cost or the amount of spells that can be attached to a dedicated slot. I'd base that on the relevant ability score.

I'm going to use this in my current D&D game so I will get to experiment. There is a bard and cleric in the party and I have a few spell-casting villains so we'll see how it works. I'm also using E6 (E8 actually) so there will be many feats to play around with as well.
 

This I think I can help you with, it's one of the things in 3e I've been messing with ever since I started the edition.

I think this is a version you can at least scavenge from even if it's not designed quite the same.
This is a fusion of the Bo9S mechanics and recharge magic from UA.

Use the Warblade chart for readied maneuvers to limit how many spells the caster can have prepared. Like the swordsage with 5 minutes of study he can swap out his prepared spells. The wizard can still learn or research as many spells as they want but can only prepare so many for immediate use while still having access to his entire library with a few minutes of down-time. Spells are cast normally and recharge 3 rounds for the highest available spell level and 1 less for each 3 spell levels lower. The caster can recharge a spell "manually" by sacrificing a full round action.
 

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