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Spells On Demand v1.1 (At-will spells in 3.5 Edition)
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<blockquote data-quote="deanruel" data-source="post: 4158146" data-attributes="member: 64039"><p>So after doing some intensive playtesting I have a series of rules additions I felt I should bring to your attention. These are after playing through a number of very stereotypical dungeons with a range of differently levelled characters, and from discussion with players as to what the pro's and cons of the system were from their angle. I'll simply list the rule modifications they responded the best too and enjoyed using.</p><p></p><p><strong>Spell Foci</strong>: Casting without a "Spell Focus" should give the caster a -4 to their caster check, but should still be possible. In addition a single feat should be available to allow casters to be able to cast without a focus. Sundering was too simple a blanket solution to mage attacks, and if the system was used for every spellcaster in a DM's game it would be good to have a simple option available for those characters who didn't want to use implements. Finally a small bonus should exist for specific foci. Such as +1 to opposed caster level checks with staff's, +1 hp healed when curing if using a holy symbol, or an only 10% increasing chance of spell failure for divination spells for Crystal Balls. This last part was just something that made the players excited and that always means "good idea" in my book.</p><p></p><p><strong>Incantations</strong>: While we were still debating the exact breakdown of the rule all of the players expressed a strong preference for an "Incantation" rule I proposed and tried. I'll give it to you in the form we used although as I said we weren't quite done with it. Every full caster recieves an "Incantation 1/day" ability at first level. Wizards and Sorcerors recieve it at 1st, 5th, 10th, 15th, and 20th. Clerics and Druids recieve it at 1st, 10th, and 20th. When a caster uses an "Incantation" they can cast any spell on their classes spell list with a few restrictions. First they cast at a -4 to their caster level (minimum 1st) so it will be 2 levels below their maximum spell level. Additionally the spell takes a minute per spell level to cast unless the spell would normally take some number of minutes to cast, in which case it takes an hour per spell level. The reason for this ability is that we realized there was a huge portion of the spell lists that would never see use under this system, never ever ever. In a system where you get 2 spells of every level you will NEVER see someone cast water breathing. This way if you know you're going into an aquatic fight you can still cast Water Breathing. You've just got to know ahead of time.</p><p></p><p><strong>First Level Spells</strong>: Giving 1st level characters 2 first level spells was met with great thanks. It seems small but having to do the same thing every single round was not fun for first level mages.</p><p></p><p><strong>Counterspells</strong>: This is is just a writing suggestion. My players asked if Divine Casters could Dispel Arcane casters and I said yes because it doesn't say they can't. However just to make it a non-issue in readers minds I might reccomend adding that to the counterspell section.</p><p></p><p><strong>Curing</strong>: I like the curing max idea. It's a good one. So did my players.</p><p></p><p>So there you have it. Everyone over here is a big fan of the spell system and we're all glad to do anything we can to help you out with it. Keep up the good work <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /></p></blockquote><p></p>
[QUOTE="deanruel, post: 4158146, member: 64039"] So after doing some intensive playtesting I have a series of rules additions I felt I should bring to your attention. These are after playing through a number of very stereotypical dungeons with a range of differently levelled characters, and from discussion with players as to what the pro's and cons of the system were from their angle. I'll simply list the rule modifications they responded the best too and enjoyed using. [B]Spell Foci[/B]: Casting without a "Spell Focus" should give the caster a -4 to their caster check, but should still be possible. In addition a single feat should be available to allow casters to be able to cast without a focus. Sundering was too simple a blanket solution to mage attacks, and if the system was used for every spellcaster in a DM's game it would be good to have a simple option available for those characters who didn't want to use implements. Finally a small bonus should exist for specific foci. Such as +1 to opposed caster level checks with staff's, +1 hp healed when curing if using a holy symbol, or an only 10% increasing chance of spell failure for divination spells for Crystal Balls. This last part was just something that made the players excited and that always means "good idea" in my book. [B]Incantations[/B]: While we were still debating the exact breakdown of the rule all of the players expressed a strong preference for an "Incantation" rule I proposed and tried. I'll give it to you in the form we used although as I said we weren't quite done with it. Every full caster recieves an "Incantation 1/day" ability at first level. Wizards and Sorcerors recieve it at 1st, 5th, 10th, 15th, and 20th. Clerics and Druids recieve it at 1st, 10th, and 20th. When a caster uses an "Incantation" they can cast any spell on their classes spell list with a few restrictions. First they cast at a -4 to their caster level (minimum 1st) so it will be 2 levels below their maximum spell level. Additionally the spell takes a minute per spell level to cast unless the spell would normally take some number of minutes to cast, in which case it takes an hour per spell level. The reason for this ability is that we realized there was a huge portion of the spell lists that would never see use under this system, never ever ever. In a system where you get 2 spells of every level you will NEVER see someone cast water breathing. This way if you know you're going into an aquatic fight you can still cast Water Breathing. You've just got to know ahead of time. [B]First Level Spells[/B]: Giving 1st level characters 2 first level spells was met with great thanks. It seems small but having to do the same thing every single round was not fun for first level mages. [B]Counterspells[/B]: This is is just a writing suggestion. My players asked if Divine Casters could Dispel Arcane casters and I said yes because it doesn't say they can't. However just to make it a non-issue in readers minds I might reccomend adding that to the counterspell section. [B]Curing[/B]: I like the curing max idea. It's a good one. So did my players. So there you have it. Everyone over here is a big fan of the spell system and we're all glad to do anything we can to help you out with it. Keep up the good work :-) [/QUOTE]
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