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*Dungeons & Dragons
Too Much Spellcasting in Your D&D? Just Add a Little Lankhmar!
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<blockquote data-quote="Jfdlsjfd" data-source="post: 8714207" data-attributes="member: 42856"><p>Rituals in 5e take 10 minutes over the regular casting time and don't use a slot, so they can be cast day-long. I think it's close to the Amber spellcasting, but not quite. Mostly because they'd allow high-level spells to be cast at will as long as one can prepare (and a whole group with Premonition would certainly make life difficult for the GM).</p><p></p><p>As was explained, regular spellcasters had to take a lot of time to cast spells (and it was taxing). If they were not using spells, sorcerers could use raw magical energy to create the less subtle effects and, unless connected to an energy source, they would tire very quickly. Logrus (and probably Pattern initiates, as I can't see Fiona being hailed as a great sorceress if she wasn't able to do the same) can prepare their spells and hang the magical energies into their external source of power. They can do complex spells, and just have to manifest the Logrus to release the energy and make the spell effects in a few seconds. Problem: the spells decays in the Logrus so they need to be maintained. We don't know the speed of decay, but in Sign of Chaos Merlin reflexively cast a cardiac arrest spell he had hanging there and barely remembered in his LSD-induced hallucination... so I guess spells stay around for quite some time).</p><p></p><p>In the lore, I don't think the Amber magic would preclude a quick fireball spell as it's just raw energy being released, but it would affect mostly complex spells with delicate results... But the Amber solution discussed here would let PCs store a few spells they can cast and impose a long time penalty on casting anything else (maybe even more than just a 10 minutes penalty). Paradoxically, Merlin's sorcery in Amber is exactly Vancian magic as it was in the former editions: you had "spell slots" where you had to specifically assign spells instead of the current "4 3rd-level slots with which I can cast spells from my memorized list". You had to memorize Sleep twice if you wanted to cast it twice, which is closer to how I see the storing of the energies working. The difference here is that proponents of the Amber solution would also severely diminish the amount of spell slots in order to accomplish Snarf's intent. Or maybe just have "You can store X levels of spells at level Y, so if you want to cast a 9th level spell, you'd need to allot 9 points, so that's 9 level spells you could have had for the day..."</p><p></p><p>I still think Snarf's solution for a Lankhmar game is quite close to his original idea, when, as other suggested, a "buff" is applied to the spell effects. If your fireball is empowered and maximize, but it takes 4 rounds to cast, then a spellcaster in the back who is doing some chanting is a deadly threat even at high level (90 damage, save for half) that warrant stopping him, instead of just having him cast fireball (30 damage, save for half) that most characters can withstand. Lankhmar sorcerers are supposed to wield powerful forces after all... (and it would keep the same DoT for wizards).</p><p></p><p></p><p></p><p>Merlin routinely did concentration-breaking things without losing spells. They are stored externally, the concentration is just necessary to recall the Logrus and release the energy.</p></blockquote><p></p>
[QUOTE="Jfdlsjfd, post: 8714207, member: 42856"] Rituals in 5e take 10 minutes over the regular casting time and don't use a slot, so they can be cast day-long. I think it's close to the Amber spellcasting, but not quite. Mostly because they'd allow high-level spells to be cast at will as long as one can prepare (and a whole group with Premonition would certainly make life difficult for the GM). As was explained, regular spellcasters had to take a lot of time to cast spells (and it was taxing). If they were not using spells, sorcerers could use raw magical energy to create the less subtle effects and, unless connected to an energy source, they would tire very quickly. Logrus (and probably Pattern initiates, as I can't see Fiona being hailed as a great sorceress if she wasn't able to do the same) can prepare their spells and hang the magical energies into their external source of power. They can do complex spells, and just have to manifest the Logrus to release the energy and make the spell effects in a few seconds. Problem: the spells decays in the Logrus so they need to be maintained. We don't know the speed of decay, but in Sign of Chaos Merlin reflexively cast a cardiac arrest spell he had hanging there and barely remembered in his LSD-induced hallucination... so I guess spells stay around for quite some time). In the lore, I don't think the Amber magic would preclude a quick fireball spell as it's just raw energy being released, but it would affect mostly complex spells with delicate results... But the Amber solution discussed here would let PCs store a few spells they can cast and impose a long time penalty on casting anything else (maybe even more than just a 10 minutes penalty). Paradoxically, Merlin's sorcery in Amber is exactly Vancian magic as it was in the former editions: you had "spell slots" where you had to specifically assign spells instead of the current "4 3rd-level slots with which I can cast spells from my memorized list". You had to memorize Sleep twice if you wanted to cast it twice, which is closer to how I see the storing of the energies working. The difference here is that proponents of the Amber solution would also severely diminish the amount of spell slots in order to accomplish Snarf's intent. Or maybe just have "You can store X levels of spells at level Y, so if you want to cast a 9th level spell, you'd need to allot 9 points, so that's 9 level spells you could have had for the day..." I still think Snarf's solution for a Lankhmar game is quite close to his original idea, when, as other suggested, a "buff" is applied to the spell effects. If your fireball is empowered and maximize, but it takes 4 rounds to cast, then a spellcaster in the back who is doing some chanting is a deadly threat even at high level (90 damage, save for half) that warrant stopping him, instead of just having him cast fireball (30 damage, save for half) that most characters can withstand. Lankhmar sorcerers are supposed to wield powerful forces after all... (and it would keep the same DoT for wizards). Merlin routinely did concentration-breaking things without losing spells. They are stored externally, the concentration is just necessary to recall the Logrus and release the energy. [/QUOTE]
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Too Much Spellcasting in Your D&D? Just Add a Little Lankhmar!
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