pseudodragon
First Post
I'm putting together a new 3.5 campaign and am trying to address some of the inequities I see in the way magic is handled. Specifically, I am trying to fix the following:
* Clerics as walking first aid kits with no individuality.
* Spellcasters needing to take a separate feat for every little spell alteration they might want to do.
* Having a Summon Familiar ability when the character doesn't want a familiar in the first place.
* Instant knowledge of new spells just from gaining an experience level.
* Generic availability of spells.
* The ease of extradimensional travel to where a 1st level wizard with the right spell can easily circumvent a mundane barrier.
I know some of the ideas I am using have been brought up before, but I'd like some opinions on how my changes as a whole will work for an entire campaign setting. Please let me know what you think or how you might do things differently. Thank you!
Magic
Magic exclusions – No instant transport magic (dimension door, teleport, blink), no remote viewing or scrying. (Certain creatures may retain instant transport movement if it is integral to their natures (ex. blink dog, boggle, etc.) )
Low magic. Most spells must be learned from those who already know them (sorcerors, wizards, magical beasts) or researched. Highest level (7th – 9th) spells are particularly rare and limited to ancient tomes. Magic items tend to be very uncommon and are more unique, with individual histories and minor powers. Magic is prized in some places, reviled in others. Spells and specializations tend to be regionalized and are reflected in the local cultures (desert cultures tend to specialize in fire magics, coastal cultures in water magic, etc.) Ritual magic and incantations are invoked in some cultures. Planar magic is extremely limited and dangerous.
Clerics no longer automatically receive the ability to spontaneously cast cure/inflict wounds spells nor druids summon nature’s ally spells, although they can spend a feat slot to gain one of these abilities. To do so, the character must have healing (for spontaneous cure/inflict) or animal, plant, elemental, and/or faerie (for nature’s ally) as one of his chosen domains. A summoning list may be limited to creatures of the appropriate domain type(s). To make up for this change, a cleric or druid begins with a bonus feat slot.
Arcane spellcasters receive the Spell Thematics feat for free at 1st level and must define some distinctive common sensory feature for their spells.
Rather than taking specific item creation feats at various levels, a spellcaster (wizard, sorcerer, cleric, or druid, but not a bard, paladin, or ranger) begins with the new feat Magical Artisan (see New Feats below).
Sorcerers and wizards do not automatically gain the Summon Familiar feat at 1st level. Instead, a sorcerer receives the Spontaneous Metamage feat, while a wizard gains the Metamage feat (see New Feats below for a description of these feats.) A sorcerer or wizard can spend a feat slot at any time for the Summon Familiar ability if he so chooses.
Arcane spellcasters do not automatically learn new spells as they gain levels. They must seek out teachers (other spellcasters, monsters) or research the spells (ancient tomes, libraries, sages, independent research) they wish to learn.
Clerics and druids will automatically gain access to any spells in their chosen domains as they gain levels. Spells of levels 1-6 within other domains controlled by their deity will automatically be granted if prayed for. Spells of levels 7-9 in other domains controlled by their deity and spells of levels 1-6 in domains outside of their deity’s control must be petitioned for. A cleric will not be granted a spell of level 7-9 that is outside of his deity’s control, such spells are reserved for the most devout followers of the deities who control those domains. To petition for a spell, the character must make a successful roll of DC: 10 + spell level – the character’s wisdom adjustment. For example, if a cleric of Boccob with a wisdom modifier of +4 asks for a cure serious wounds spell (3rd level spell, non-domain), he would have to roll 10 + 3 - 4 = 9 or higher to be granted that spell on that day. If not, he would need to select another spell (and possibly petition for it, too). Additional, situational modifiers may be applied at the DM’s discretion based on the PC’s adherence to the cause (or lack thereof), offerings to entice the deity to respond favorably, etc.
New Feats
Magical Artisan: This feat grants the Scribe Scroll feat and allows the spellcaster to add a new item creation feat at every odd level, provided he meets the minimum level requirement for the item creation feat in question. For example, at 3rd level, the wizard could add either Brew Potion or Craft Wondrous Item as a bonus feat. Additional item creation feats may still be acquired with the expenditure of a feat slot.
Metamage: This feat allows a spellcaster to customize his spells by combining any of the various Metamagic Feats (hereafter referred to as Metamagic Enhancements). The spell must be memorized or prayed for at the adjusted level and cannot be changed once selected (see the list of Metamagic Reductions below to determine how additional spell levels can be offset by lessening characteristics of spells in other areas.)
Spontaneous Metamage: (Prerequisite feat: Metamage) A wizard, priest, or druid can spontaneously alter a previously memorized spell with metamagic enhancements and reductions at the time of casting. He cannot, however, alter the spell slot used. As with bards and sorcerors, who already have this ability, doing so causes the casting time to become a full round action.
Strengthen Spell: (New metamagic enhancement or feat if not using enhancements/reductions) Effect dice for a given spell are increased one step (1 to 1d4, 1d4 to 1d6, 1d6 to 1d8, etc). If taken as a feat, Strengthen Spell adds 1 to the spell level.
Metamagic Reductions: These function as negative versions of existing metamagic feats to enable spellcasters to reduce the effectiveness of spells. The level adjustments granted by these metamagic reductions can be used to offset additional spell levels of metamagic feats, but do not result in a reduction of the base spell level even if he net balance is negative. For example, if a wizard wants to cast an enlarged fireball (double range, +1 level to spell) and is willing to apply two levels of the narrow spell metamagic reduction because he’s only targeting a small area (5’ radius instead of 20’ radius, -2 levels) for a net adjustment of –1 level to the spell, he still memorizes the spell as a 3rd level spell, not a second level spell.
Diminish Spell (Empower Spell): Spell’s variable, numeric effects are halved (50%) of normal, with a minimum of 1 point per die [-1 level].
Reduce Spell (Enlarge Spell): Halve spell’s range [-1 level].
Hasten Spell (Extend Spell): Halve spell’s duration [-1 level].
Minimize Spell (Maximize Spell): Spell’s damage is 1 hit point/die [-2 levels].
Weaken Spell (Strengthen Spell, new enhancement/feat, see above): Spell’s die of effect or damage is reduced by 1 die type (d12-d10, d10-d8, d8-d6, d6-d4, d4-1 point/die) [-1 level].
Narrow Spell (Widen Spell): Spell’s area is halved [-1 level].
(Heighten Spell, Quicken Spell, Silent Spell, and Still Spell do not have any Metamagic Reduction counterparts.)
* Clerics as walking first aid kits with no individuality.
* Spellcasters needing to take a separate feat for every little spell alteration they might want to do.
* Having a Summon Familiar ability when the character doesn't want a familiar in the first place.
* Instant knowledge of new spells just from gaining an experience level.
* Generic availability of spells.
* The ease of extradimensional travel to where a 1st level wizard with the right spell can easily circumvent a mundane barrier.
I know some of the ideas I am using have been brought up before, but I'd like some opinions on how my changes as a whole will work for an entire campaign setting. Please let me know what you think or how you might do things differently. Thank you!
Magic
Magic exclusions – No instant transport magic (dimension door, teleport, blink), no remote viewing or scrying. (Certain creatures may retain instant transport movement if it is integral to their natures (ex. blink dog, boggle, etc.) )
Low magic. Most spells must be learned from those who already know them (sorcerors, wizards, magical beasts) or researched. Highest level (7th – 9th) spells are particularly rare and limited to ancient tomes. Magic items tend to be very uncommon and are more unique, with individual histories and minor powers. Magic is prized in some places, reviled in others. Spells and specializations tend to be regionalized and are reflected in the local cultures (desert cultures tend to specialize in fire magics, coastal cultures in water magic, etc.) Ritual magic and incantations are invoked in some cultures. Planar magic is extremely limited and dangerous.
Clerics no longer automatically receive the ability to spontaneously cast cure/inflict wounds spells nor druids summon nature’s ally spells, although they can spend a feat slot to gain one of these abilities. To do so, the character must have healing (for spontaneous cure/inflict) or animal, plant, elemental, and/or faerie (for nature’s ally) as one of his chosen domains. A summoning list may be limited to creatures of the appropriate domain type(s). To make up for this change, a cleric or druid begins with a bonus feat slot.
Arcane spellcasters receive the Spell Thematics feat for free at 1st level and must define some distinctive common sensory feature for their spells.
Rather than taking specific item creation feats at various levels, a spellcaster (wizard, sorcerer, cleric, or druid, but not a bard, paladin, or ranger) begins with the new feat Magical Artisan (see New Feats below).
Sorcerers and wizards do not automatically gain the Summon Familiar feat at 1st level. Instead, a sorcerer receives the Spontaneous Metamage feat, while a wizard gains the Metamage feat (see New Feats below for a description of these feats.) A sorcerer or wizard can spend a feat slot at any time for the Summon Familiar ability if he so chooses.
Arcane spellcasters do not automatically learn new spells as they gain levels. They must seek out teachers (other spellcasters, monsters) or research the spells (ancient tomes, libraries, sages, independent research) they wish to learn.
Clerics and druids will automatically gain access to any spells in their chosen domains as they gain levels. Spells of levels 1-6 within other domains controlled by their deity will automatically be granted if prayed for. Spells of levels 7-9 in other domains controlled by their deity and spells of levels 1-6 in domains outside of their deity’s control must be petitioned for. A cleric will not be granted a spell of level 7-9 that is outside of his deity’s control, such spells are reserved for the most devout followers of the deities who control those domains. To petition for a spell, the character must make a successful roll of DC: 10 + spell level – the character’s wisdom adjustment. For example, if a cleric of Boccob with a wisdom modifier of +4 asks for a cure serious wounds spell (3rd level spell, non-domain), he would have to roll 10 + 3 - 4 = 9 or higher to be granted that spell on that day. If not, he would need to select another spell (and possibly petition for it, too). Additional, situational modifiers may be applied at the DM’s discretion based on the PC’s adherence to the cause (or lack thereof), offerings to entice the deity to respond favorably, etc.
New Feats
Magical Artisan: This feat grants the Scribe Scroll feat and allows the spellcaster to add a new item creation feat at every odd level, provided he meets the minimum level requirement for the item creation feat in question. For example, at 3rd level, the wizard could add either Brew Potion or Craft Wondrous Item as a bonus feat. Additional item creation feats may still be acquired with the expenditure of a feat slot.
Metamage: This feat allows a spellcaster to customize his spells by combining any of the various Metamagic Feats (hereafter referred to as Metamagic Enhancements). The spell must be memorized or prayed for at the adjusted level and cannot be changed once selected (see the list of Metamagic Reductions below to determine how additional spell levels can be offset by lessening characteristics of spells in other areas.)
Spontaneous Metamage: (Prerequisite feat: Metamage) A wizard, priest, or druid can spontaneously alter a previously memorized spell with metamagic enhancements and reductions at the time of casting. He cannot, however, alter the spell slot used. As with bards and sorcerors, who already have this ability, doing so causes the casting time to become a full round action.
Strengthen Spell: (New metamagic enhancement or feat if not using enhancements/reductions) Effect dice for a given spell are increased one step (1 to 1d4, 1d4 to 1d6, 1d6 to 1d8, etc). If taken as a feat, Strengthen Spell adds 1 to the spell level.
Metamagic Reductions: These function as negative versions of existing metamagic feats to enable spellcasters to reduce the effectiveness of spells. The level adjustments granted by these metamagic reductions can be used to offset additional spell levels of metamagic feats, but do not result in a reduction of the base spell level even if he net balance is negative. For example, if a wizard wants to cast an enlarged fireball (double range, +1 level to spell) and is willing to apply two levels of the narrow spell metamagic reduction because he’s only targeting a small area (5’ radius instead of 20’ radius, -2 levels) for a net adjustment of –1 level to the spell, he still memorizes the spell as a 3rd level spell, not a second level spell.
Diminish Spell (Empower Spell): Spell’s variable, numeric effects are halved (50%) of normal, with a minimum of 1 point per die [-1 level].
Reduce Spell (Enlarge Spell): Halve spell’s range [-1 level].
Hasten Spell (Extend Spell): Halve spell’s duration [-1 level].
Minimize Spell (Maximize Spell): Spell’s damage is 1 hit point/die [-2 levels].
Weaken Spell (Strengthen Spell, new enhancement/feat, see above): Spell’s die of effect or damage is reduced by 1 die type (d12-d10, d10-d8, d8-d6, d6-d4, d4-1 point/die) [-1 level].
Narrow Spell (Widen Spell): Spell’s area is halved [-1 level].
(Heighten Spell, Quicken Spell, Silent Spell, and Still Spell do not have any Metamagic Reduction counterparts.)