WhatGravitas
Explorer
First rough outlines, cross-posted from a thread on the Wizards-boards:
Disclaimer: This incarnation is *my* current idea/take on it, but the thread on the UA-board is generally based upon such a mechanic. I'm mainly posting it here as well to gather some inspiration/new ideas. I'm also sure, that some of my ideas are inspired by some posts there, so - to see more 'bout the discussion - you may want to look into the other thread (although it is not necessary to read this stuff here).
I'm also happy to hear people's experiences with the ToB - I've already looked on the thread in the Rules board to learn something about the dynamic of the ToB.
Definite To-Do-List
-> Find solution for healing
-> Re-examine some spells
-> Re-examine access to spells
-> Re-examine Sorcerer/Bard Known Spells.
-> Remember the Existence of the Paladin & Ranger - d'oh!
______________________________________________________
Four kinds of spells:
Invocation: These spells have an instantaneous effect on the target or the area. The effect depends on your available mana.
Counter: These spells are used to negate another effect.
They are usually used reactively, and have an Immediate action as casting time. The effect is tied to your available mana.
Enspellment: These effects usually have a longer lasting effect on the target or the area, but you have either concentrate on them, or have to allocate an ever increasing about of your mana to them.
Boon: These effects have a constant effect on the target, but need you have you allocate a part of your mana to them.
Note: Allocated mana is not available for invocations and counters, and is not used to determine the effective caster level.
Rules concerning mana:
Spell Level: Your class level determines your maximum spell level. These spell levels are used for the calculation of spell effects, as well as calculation of saving throw-DCs.
Mana: You mana pool is a constant number, determining your mystical potency. It is innately tied to your class level, and determines the power of your spell, and also restricts the spells you can cast, as certain spells have a mana prerequisite to cast them.
Spells Readied: To cast a spell, you must have it readied. A readied spell is hold in your mind, finished, but not activated. Your class determines your way of readying a spell.
Readying Spells:
Bard: A bard regains spells by performing a standard action.
Cleric: A cleric has to pray silently as a full-round action to regain a spell.
Druid: A druid has to enter a trance as a full-round action to regain a spell.
Sorcerer: A sorcerer has a small innate number of spells and needs a standard action to ready it.
Wizard: A wizard uses a full-round action to read up a spell formula from his spellbook, memorizing it as a readied spell.
[sblock=Spell Tables]
Bard
Cleric, Druid & Wizard
Sorcerer
[/sblock]
Multiclassing:
When your multiclass, your spellcasting suffers, but grants you new flexibility. When your multiclass, add your total mana together. You also add your readied spells together, but your track your access to spells for each class separately: You use the value of the table of your class for a level equal (your class level + ½ other levels/HD).
The interesting thing is - using these multiclass rules, we get very similar progressions to the Mystic Theurge, and the other combined spellcasters - at least concerning spell levels. It is, of course, inspired by the Bo9S martial adept system, and gives this very nice progression, that matches our "current" system, so I'm happy with the first numbers.
________________________________________________
Quick & Dirty Spell Conversion Rules: Aside from problematic spells, like healing, teleporting and similar spells, this system could probably work with the standard spells, using these guidelines. Personally, I prefer new spells, balanced for this system (i.e. a full-fledged conversion), but here are some quick-and-dirty ideas:
Invocations: All instantaneous, permanent spells, as well as spells with a fixed duration are invocations, using mana x2 as effective caster level.
Counters: Probably the immediate action spells from PHB2 and Complete Mage would qualify as counters. They'd use mana x2 as effective caster level
Enspellment: All spells with a duration of Concentration and/or 1 round/level or less are Enspellments. To use them, you have to allocate mana equal to the spell level to the spell Starting with your next turn, you must Concentrate as a standard action OR allocate an additional mana to the spell, otherwise it ends.
Boons: Basically all spells with a duration of 1 minute/level or higher. They remain active, as long as you have allocated mana equal the spell level to it.
Disclaimer: This incarnation is *my* current idea/take on it, but the thread on the UA-board is generally based upon such a mechanic. I'm mainly posting it here as well to gather some inspiration/new ideas. I'm also sure, that some of my ideas are inspired by some posts there, so - to see more 'bout the discussion - you may want to look into the other thread (although it is not necessary to read this stuff here).
I'm also happy to hear people's experiences with the ToB - I've already looked on the thread in the Rules board to learn something about the dynamic of the ToB.
Definite To-Do-List
-> Find solution for healing
-> Re-examine some spells
-> Re-examine access to spells
-> Re-examine Sorcerer/Bard Known Spells.
-> Remember the Existence of the Paladin & Ranger - d'oh!
______________________________________________________
Four kinds of spells:
Invocation: These spells have an instantaneous effect on the target or the area. The effect depends on your available mana.
Counter: These spells are used to negate another effect.
They are usually used reactively, and have an Immediate action as casting time. The effect is tied to your available mana.
Enspellment: These effects usually have a longer lasting effect on the target or the area, but you have either concentrate on them, or have to allocate an ever increasing about of your mana to them.
Boon: These effects have a constant effect on the target, but need you have you allocate a part of your mana to them.
Note: Allocated mana is not available for invocations and counters, and is not used to determine the effective caster level.
Rules concerning mana:
Spell Level: Your class level determines your maximum spell level. These spell levels are used for the calculation of spell effects, as well as calculation of saving throw-DCs.
Mana: You mana pool is a constant number, determining your mystical potency. It is innately tied to your class level, and determines the power of your spell, and also restricts the spells you can cast, as certain spells have a mana prerequisite to cast them.
Spells Readied: To cast a spell, you must have it readied. A readied spell is hold in your mind, finished, but not activated. Your class determines your way of readying a spell.
Readying Spells:
Bard: A bard regains spells by performing a standard action.
Cleric: A cleric has to pray silently as a full-round action to regain a spell.
Druid: A druid has to enter a trance as a full-round action to regain a spell.
Sorcerer: A sorcerer has a small innate number of spells and needs a standard action to ready it.
Wizard: A wizard uses a full-round action to read up a spell formula from his spellbook, memorizing it as a readied spell.
[sblock=Spell Tables]
Bard
Code:
Level Spells Readied Max. Level Spells Known Mana
1 1 0 2 1
2 1 1 3 1
3 2 1 3 1
4 2 1 4 2
5 2 2 5 2
6 2 2 5 2
7 3 2 6 3
8 3 3 7 3
9 3 3 7 3
10 3 3 8 4
11 4 4 9 4
12 4 4 9 4
13 4 4 10 5
14 4 5 11 5
15 5 5 11 5
16 5 5 12 6
17 5 6 13 6
18 5 6 13 6
19 6 6 14 7
20 6 6 15 7
Cleric, Druid & Wizard
Code:
Level Spells Readied Max. Level Mana
1 1 1 1
2 2 1 1
3 2 2 2
4 2 2 2
5 3 3 3
6 3 3 3
7 3 4 4
8 4 4 4
9 4 5 5
10 4 5 5
11 5 6 6
12 5 6 6
13 5 7 7
14 6 7 7
15 6 8 8
16 6 8 8
17 7 9 9
18 7 9 9
19 7 9 10
20 8 9 10
Sorcerer
Code:
Level Spells Readied Max. Level Spells Known Mana
1 2 1 2 1
2 3 1 3 1
3 3 1 4 2
4 3 2 5 2
5 4 2 6 3
6 4 3 7 3
7 4 3 8 4
8 5 4 9 4
9 5 4 10 5
10 5 5 11 5
11 6 5 12 6
12 6 6 13 6
13 6 6 14 7
14 7 7 15 7
15 7 7 16 8
16 7 8 17 8
17 8 8 18 9
18 8 9 19 9
19 8 9 20 10
20 9 9 21 10
Multiclassing:
When your multiclass, your spellcasting suffers, but grants you new flexibility. When your multiclass, add your total mana together. You also add your readied spells together, but your track your access to spells for each class separately: You use the value of the table of your class for a level equal (your class level + ½ other levels/HD).
The interesting thing is - using these multiclass rules, we get very similar progressions to the Mystic Theurge, and the other combined spellcasters - at least concerning spell levels. It is, of course, inspired by the Bo9S martial adept system, and gives this very nice progression, that matches our "current" system, so I'm happy with the first numbers.
________________________________________________
Quick & Dirty Spell Conversion Rules: Aside from problematic spells, like healing, teleporting and similar spells, this system could probably work with the standard spells, using these guidelines. Personally, I prefer new spells, balanced for this system (i.e. a full-fledged conversion), but here are some quick-and-dirty ideas:
Invocations: All instantaneous, permanent spells, as well as spells with a fixed duration are invocations, using mana x2 as effective caster level.
Counters: Probably the immediate action spells from PHB2 and Complete Mage would qualify as counters. They'd use mana x2 as effective caster level
Enspellment: All spells with a duration of Concentration and/or 1 round/level or less are Enspellments. To use them, you have to allocate mana equal to the spell level to the spell Starting with your next turn, you must Concentrate as a standard action OR allocate an additional mana to the spell, otherwise it ends.
Boons: Basically all spells with a duration of 1 minute/level or higher. They remain active, as long as you have allocated mana equal the spell level to it.
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