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Throwing down the Tyranny of the Spellcaster.
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<blockquote data-quote="Iron Sky" data-source="post: 5865030" data-attributes="member: 60965"><p>Maybe you can combine all of the OPs options (except limiting power). I propose the following:</p><p></p><p>Each spell is cast at a various casting level, determined <em>at the time of casting</em>. For example, I can choose to cast my Fireball at casting level 5 or level 10.</p><p></p><p>Each spell has a spell level. This is <em>not</em> the required level to learn it - though it might affect the difficulty in learning it - but the minimum casting level/amount of power required to make it manifest at all. For example, Fireball has a spell level of 5.</p><p></p><p>Casting a spell by default takes 1 action and a DC 5 "magic skill" check.</p><p></p><p>That 5 spell power may be paid with the following resources:</p><p></p><ul> <li data-xf-list-type="ul">Time - each round/action spent casting the spell provides 1 power. A 4e AP might provide 1 power.</li> <li data-xf-list-type="ul">Components - each (rare) component expended provides 1 power.</li> <li data-xf-list-type="ul">Mana - some classes might get a "mana" pool that they can expend as needed when casting, each providing 1 power. Alternately, they might get a "x free mana" when casting wizard/conjuration/fire/whatever spells.</li> <li data-xf-list-type="ul">Charges - each charge of a staff/wand/whatever expended provides 1 power.</li> <li data-xf-list-type="ul">Hit points/surges - each healing surge/dX hp expended provides 1 power.</li> <li data-xf-list-type="ul">Casting difficulty - each X increase in difficulty in casting the spell provides 1 power.</li> </ul><p>For example, when casting Fireball at caster level 5, a low level character might expend a component and spend 4 actions channeling it. A high level character might just raise his casting difficulty by 6 for 2 charges, expend a charge from his staff, and burn a mana to cast it in 1 action.</p></blockquote><p></p>
[QUOTE="Iron Sky, post: 5865030, member: 60965"] Maybe you can combine all of the OPs options (except limiting power). I propose the following: Each spell is cast at a various casting level, determined [I]at the time of casting[/I]. For example, I can choose to cast my Fireball at casting level 5 or level 10. Each spell has a spell level. This is [I]not[/I] the required level to learn it - though it might affect the difficulty in learning it - but the minimum casting level/amount of power required to make it manifest at all. For example, Fireball has a spell level of 5. Casting a spell by default takes 1 action and a DC 5 "magic skill" check. That 5 spell power may be paid with the following resources: [LIST] [*]Time - each round/action spent casting the spell provides 1 power. A 4e AP might provide 1 power. [*]Components - each (rare) component expended provides 1 power. [*]Mana - some classes might get a "mana" pool that they can expend as needed when casting, each providing 1 power. Alternately, they might get a "x free mana" when casting wizard/conjuration/fire/whatever spells. [*]Charges - each charge of a staff/wand/whatever expended provides 1 power. [*]Hit points/surges - each healing surge/dX hp expended provides 1 power. [*]Casting difficulty - each X increase in difficulty in casting the spell provides 1 power. [/LIST] For example, when casting Fireball at caster level 5, a low level character might expend a component and spend 4 actions channeling it. A high level character might just raise his casting difficulty by 6 for 2 charges, expend a charge from his staff, and burn a mana to cast it in 1 action. [/QUOTE]
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Throwing down the Tyranny of the Spellcaster.
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