Spells/Powers Becoming Obsolete With Level

I'm not seeing the difficulty with spells varying the slot they go in. If anything, it removes some of the generic limits from previous versions (i.e. dice max out at 20) and replaces them with more nuanced versions. Each spell has a range at which it can be cast. (I'm using the 4E style of spell level here, but the earlier version would work just as well):

Fireball -- Levels 5 -15, does 1d6 per level, in a 20' radius.

Or if you don't want 1:1 scaling:

Fireball -- Levels 5-15, does 5d6 + 1d6 per 2 levels over 5.

Other spells can have their own level range, whatever makes sense. It might be that sleep goes 1-10, say, and while it does scale very nicely up to that point, after that you only keep it around for lots of weak enemies.
I'm gonna quote myself from another thread - this is how I envision this mechanic:

Fireball
Evocation [Fire]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Long (100 ft.)
Area: 15 by 15 ft.
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
A fireball spell is an explosion of flame that detonates with a low roar and deals 5d6 points of fire damage to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure.
Advancement: For each level you add, choose one of the effects.
- Plus 2d6 damage.
- Plus 100 ft. to range.
- Plus 5 ft. to area (on each side)
- Plus 1 to DC and +4 to breach Spell Resistance.
 

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One thing that might, in theory, have almost kept high-level 3e casters in check was the comparative obsolescence of lower-level spells.

The DC of a spell save was based on its level, not the casters, so throwing a 1st-level spell (with a save) at 20th level monster was a real softball. Only your top-level spells (again, in theory) should have really viable save DCs, so your lower level spells would go more and more to utilities and buffs. The most useful and efficient 3.0 buffs were only 2nd level, had tremendously long durrations, and only boosted stats non-casters really needed (STR, DEX, CON). So, by the time you're lobbing 6th level SoDs at the enemy, you have a dozen lower-level slots that don't do you much good, but could buff your buddies into juggernauts all day long.

That may have been the theory. 3.5 nerfed the low-level buffs, expanded them to caster stats, and casters started generating positively untouchable save DCs, and well worth trying ones for lower-level spells.


5e's philosophy is clearly, 'just becaue it never worked before, doesn't mean we shouldn't do it again,' so, maybe, there will be some sort of attempt at this balancing scheme again. So your low-level /attack/ spells might start to fall off the top tier, but you'd just prep low level utilities in their place.
 

What about having lower level spell slots being able to be "traded in" for "at-will" spells? So you could trade in 2 1st level /day spell slots, but you can cast a 1st level spell at will?

Maybe make this ability something you gain when you are casting higher leel spells.

So when your able to cast fireball, you can also do Magic Missile at will.
 

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