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<blockquote data-quote="Gothmog" data-source="post: 821239" data-attributes="member: 317"><p>Ok, a few more things I thought of:</p><p></p><p>1) Spell DCs should be 10 + spell level + 1/2 caster level. That way, spell DCs scale with level, with more potent caster's spells being harder to resist. Also, it evens out the save DCs across levels so they tend to scale better with advancement. I have used this one since 3E came out.</p><p></p><p>2) In order to remove poisons, diseases, and curses with spells, the caster must make a level check with a DC equal to the DC of the effect. If the check fails, then the effect cannot be cured by that caster until he gains another level, and cannot be cured by a caster of lower level. This makes poisons, diseases, and curses something to really be feared rather than inconveniences.</p><p></p><p>3) Defense bonus equal to 1/2 the base reflex save of the class. There would be less need for magical gear and armor, but still allows for increasing AC. The defense bonus would be considered a competence bonus, so it would stack with enhancement, dodge, and various other bonuses.</p><p></p><p>4) Magic item creation always requires rare components, in addition to the listed XP and gold. This just makes sense- magic items can't be fashioned out of ordinary materials.</p><p></p><p>5) I have used this next rule in my low-magic world for about 2 years, and so far it works well. Instead of spellcasters gaining access to the next more potent level of spells every 2 levels, scale it back to every 3 levels. The chart looks like this:</p><p></p><p> </p><p>Level 0 1st 2nd 3rd 4th 5th</p><p>1 4 1 - - - -</p><p>2 4 2 - - - -</p><p>3 4 3 - - - -</p><p>4 4 3 1 - - -</p><p>5 5 4 2 - - -</p><p>6 5 4 3 - - -</p><p>7 5 4 3 1 - -</p><p>8 5 5 4 2 - -</p><p>9 5 5 4 3 - -</p><p>10 6 5 4 3 1 -</p><p>11 6 5 5 4 2 -</p><p>12 6 6 5 4 3 -</p><p>13 6 6 5 4 3 1</p><p>14 7 6 5 5 4 2</p><p>15 7 6 6 5 4 3</p><p>16 7 6 6 5 4 3</p><p>17 7 6 6 5 5 4</p><p>18 8 6 6 6 5 4</p><p>19 8 6 6 6 5 4</p><p>20 8 6 6 6 5 5</p><p></p><p>6th level and higher spells are ritual spells that take increasing amounts of time to cast. 6th level and higher spells take a total number of spell slots to cast equal to 2(spell level -1). In order to cast them, the caster must have at least one 5th level slot open, as well as a number of lower level slots to make the balance. 6th level spells take 2x the normal time, 7th:5x, 8th:10x, and 9th:100x.</p><p></p><p>In exchange for the reduced spellcasting capability, spellcasters may choose to cast their spells in one of two ways. The first method of magical casting is formulaic magic. Formulaic magic involves incanting specific formulae for each spell, using a prescribed set of hand gestures, and uttering magical words of power. Formulaic magic tends to be easy to cast and fairly powerful, but limits the caster in that the spell cannot be modified in any way when it is cast. A spellcaster can memorize any number of spells as formulaic spells up to his total spell alottment per level. The caster must choose which of his spells are to be cast in a formulaic manner at the beginning of each day of game play. The caster can later go back and modify this list of spells by dropping certain spells out of the list and adding others to this list between each day of rest and memorization. The advantage to using formulaic magic is that the spell is much more likely to be cast successfully, and the spell will take effect at the caster’s full level. When casting a formulaic spell, no spellcasting roll is required. The main drawback to formulaic magic is that the caster must pre-select the spells he wishes to memorize as formulaic, and if his concentration is somehow disrupted during the casting of a formulaic spell, he loses the spell slot for that day. Ritual spells (6th +) must always be cast by the formulaic method. </p><p></p><p>The second method of casting spells is spontaneous magic. Using this method, the caster casts a spell he knows without having to dedicate it to memory as he would for a formulaic spell. The only stipulations are that the spell to be cast must be known to the caster, he must have a spell slot open at least the level of the spell to be cast, and he have the necessary components to cast the spell. Spontaneous spells tend to be harder to cast than formulaic magic, requiring the caster to make a spellcasting roll, adding his Knowledge: Magical Tradition skill to the roll. In order to successfully cast a spontaneous spell, the caster must make a Knowledge: Magical Tradition or Knowledge: Religion skill check with a DC equal to 10 + 2(spell level +1). If the roll is higher than the DC needed to cast the spell, then the spell is cast successfully. If the skill check is less than the DC, then the spell is not cast successfully, but the spell slot is not wasted. If the skill check results in a natural 1, or if the skill check fails by 10 or more, then the spell slot is wasted for the day. In addition, only spells of 1st through 5th level may be spontaneously cast- more potent magics require the formulaic method. Spontaneously cast spells are less powerful than formulaically cast spells, and take effect at 1d2 levels lower than the caster’s level. The advantage to spontaneous magic is that the caster has a great deal of flexibility in his spellcasting, and can have almost any spell he knows ready in an instant.</p><p></p><p>6) To make up for a lower magic level, PCs, NPCs, and monsters gain 1 feat every odd level instead of every 3 levels.</p><p></p><p>By the A'koss, I like the idea you have about hit dice and HP maxing out. I'm going to monkey around with it and see how it would affect various characters, but it looks like a good idea.</p><p></p><p>Comments?</p></blockquote><p></p>
[QUOTE="Gothmog, post: 821239, member: 317"] Ok, a few more things I thought of: 1) Spell DCs should be 10 + spell level + 1/2 caster level. That way, spell DCs scale with level, with more potent caster's spells being harder to resist. Also, it evens out the save DCs across levels so they tend to scale better with advancement. I have used this one since 3E came out. 2) In order to remove poisons, diseases, and curses with spells, the caster must make a level check with a DC equal to the DC of the effect. If the check fails, then the effect cannot be cured by that caster until he gains another level, and cannot be cured by a caster of lower level. This makes poisons, diseases, and curses something to really be feared rather than inconveniences. 3) Defense bonus equal to 1/2 the base reflex save of the class. There would be less need for magical gear and armor, but still allows for increasing AC. The defense bonus would be considered a competence bonus, so it would stack with enhancement, dodge, and various other bonuses. 4) Magic item creation always requires rare components, in addition to the listed XP and gold. This just makes sense- magic items can't be fashioned out of ordinary materials. 5) I have used this next rule in my low-magic world for about 2 years, and so far it works well. Instead of spellcasters gaining access to the next more potent level of spells every 2 levels, scale it back to every 3 levels. The chart looks like this: Level 0 1st 2nd 3rd 4th 5th 1 4 1 - - - - 2 4 2 - - - - 3 4 3 - - - - 4 4 3 1 - - - 5 5 4 2 - - - 6 5 4 3 - - - 7 5 4 3 1 - - 8 5 5 4 2 - - 9 5 5 4 3 - - 10 6 5 4 3 1 - 11 6 5 5 4 2 - 12 6 6 5 4 3 - 13 6 6 5 4 3 1 14 7 6 5 5 4 2 15 7 6 6 5 4 3 16 7 6 6 5 4 3 17 7 6 6 5 5 4 18 8 6 6 6 5 4 19 8 6 6 6 5 4 20 8 6 6 6 5 5 6th level and higher spells are ritual spells that take increasing amounts of time to cast. 6th level and higher spells take a total number of spell slots to cast equal to 2(spell level -1). In order to cast them, the caster must have at least one 5th level slot open, as well as a number of lower level slots to make the balance. 6th level spells take 2x the normal time, 7th:5x, 8th:10x, and 9th:100x. In exchange for the reduced spellcasting capability, spellcasters may choose to cast their spells in one of two ways. The first method of magical casting is formulaic magic. Formulaic magic involves incanting specific formulae for each spell, using a prescribed set of hand gestures, and uttering magical words of power. Formulaic magic tends to be easy to cast and fairly powerful, but limits the caster in that the spell cannot be modified in any way when it is cast. A spellcaster can memorize any number of spells as formulaic spells up to his total spell alottment per level. The caster must choose which of his spells are to be cast in a formulaic manner at the beginning of each day of game play. The caster can later go back and modify this list of spells by dropping certain spells out of the list and adding others to this list between each day of rest and memorization. The advantage to using formulaic magic is that the spell is much more likely to be cast successfully, and the spell will take effect at the caster’s full level. When casting a formulaic spell, no spellcasting roll is required. The main drawback to formulaic magic is that the caster must pre-select the spells he wishes to memorize as formulaic, and if his concentration is somehow disrupted during the casting of a formulaic spell, he loses the spell slot for that day. Ritual spells (6th +) must always be cast by the formulaic method. The second method of casting spells is spontaneous magic. Using this method, the caster casts a spell he knows without having to dedicate it to memory as he would for a formulaic spell. The only stipulations are that the spell to be cast must be known to the caster, he must have a spell slot open at least the level of the spell to be cast, and he have the necessary components to cast the spell. Spontaneous spells tend to be harder to cast than formulaic magic, requiring the caster to make a spellcasting roll, adding his Knowledge: Magical Tradition skill to the roll. In order to successfully cast a spontaneous spell, the caster must make a Knowledge: Magical Tradition or Knowledge: Religion skill check with a DC equal to 10 + 2(spell level +1). If the roll is higher than the DC needed to cast the spell, then the spell is cast successfully. If the skill check is less than the DC, then the spell is not cast successfully, but the spell slot is not wasted. If the skill check results in a natural 1, or if the skill check fails by 10 or more, then the spell slot is wasted for the day. In addition, only spells of 1st through 5th level may be spontaneously cast- more potent magics require the formulaic method. Spontaneously cast spells are less powerful than formulaically cast spells, and take effect at 1d2 levels lower than the caster’s level. The advantage to spontaneous magic is that the caster has a great deal of flexibility in his spellcasting, and can have almost any spell he knows ready in an instant. 6) To make up for a lower magic level, PCs, NPCs, and monsters gain 1 feat every odd level instead of every 3 levels. By the A'koss, I like the idea you have about hit dice and HP maxing out. I'm going to monkey around with it and see how it would affect various characters, but it looks like a good idea. Comments? [/QUOTE]
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