UA - Recharge Magic plus Vitality

Koewn

Explorer
Vitality may be the wrong word.

As far as my own preferences, I dislike the fire+forget method of spellcasting, for whatever sundry reasons. I'd been playing a Spell Point caster for some time now, and I've been feeling a little stifled by the lack of extra slots (from high ability scores), and my DM had felt stifled as well, since, often, I'd be compelled to pull a 'Last Starfighter' maneuver and drop a fireball every round in certain situations. (we both thought it boring).

So, enter Recharge Magic from UA. However, there's no daily limit to my spells - so we added the spell point vitality option, and came up with the following system. Please critique!

Recharge Magic plus Vitality:

In addition to the Recharge Magic system from Unearthed Arcana, where a spellcaster 'recharges' spell levels or spell slots based on the included table, this concept adds a logical 'end' to the spellcaster's ability to cast. The Fatigued and Exhausted conditions here do not stack with other effects that cause Fatigue or Exhaustion, nor are they cured by effects that remove them. They simply act the exact same way.

The caster recieves 'recharge points' equal to his or her total of (spell slots * spell level), not including 0 level spells. For example, Wilbur, a 3rd level wizard with an Intelligence of 14 has 3 1st level, and 2 2nd level spells. (1*3) + (2*2) equals 7.

When casting a spell, as well as performing the tasks required by Recharge Magic, subtract a number of points equal to the spell's level from your recharge point total. If Wilbur casts Scorching Ray, his 2nd level spells will be recharging for 1d6+1 rounds, and his recharge point pool total will then be 5.

At the point you reach 50% of your recharge point pool, you are considered Fatigued, as per the SRD. In Wilbur's case, he reaches this at 3 points (rounding down, per SRD). If at this point Wilbur rested for one hour, he would no longer be fatigued, and his recharge point total would be 2/3rds of his maximum, or, 4 points.

At the point a caster reaches 25% of their recharge point pool, she is Exhausted, as per the SRD. In Wilbur's case, he reaches this at 1 point. If at this time Wilbur rested for one hour, he would be merely fatigued, and his recharge point total would be 1/3rd of his maximum, or, 2 points.

(I have to find out from my co-conspiritor if Wilbur can rest an additional hour to becaume 'normal' and be at 2/3rds total, he added the 'regain points from rest' idea. However, you cannot ever get back to 100% withouth 8 hours rest.)

If a caster drains herself beyond her maximum (goes into negative Recharge Points) she is considered Staggered, as per the SRD (with additions below). She can continue to cast, but since she is staggered, she cannot perform full-round actions, including full-round spells. To cast a spell while staggered, a caster must make a Concentration check at (DC 20 + Spell Level), or take damage (real and subdual) equal to the spell level, and the spell is lost. An hour or rest will get the caster back to the Exhausted status, with 0 recharge points.

A caster staggered in this manner, in addition to the penalties in the SRD, also takes the penalties listed from Exhaustion (-6 Str, -6 Dex, 1/2 speed), and in addition does not include their Con bonus to saves or spell checks, including the Concentration check to keep casting.

If Wilbur were to hit 0 recharge points, and need to escape his situation, he would have to make a DC 21 concentration check to cast Mount. Wilbur, being a 3nd level Wizard, has a maximum of 7 ranks, and would need a 14 or better to pull it off.

So, there's the gist. Please critique. I'm not sure about whether or not the resting stacks, I'll have to find out, that wasn't my addition.

Thanks!

Koewn
 

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Neat system ... especially, since we're using something very similar for my sorcerer. Except: I don't get recharge points ... but work directly off hp.

Casting a spell causes her (Spell Level * 2) + 1 points of "mental fatigue" as we call it. For all intents and purposes, this is treated as non-lethal damage, except as follows: when mental damage exceeds 50% total hp, she becomes fatigued, when it exceeds 75% total hp, she becomes exhausted. When mental fatigue (+ any other types of non-lethal damage incurred) exceeds current hp, unconsciousness sets in. This mental fatigue heals independently from non-lethal damage as well, diminishing by (Caster Level + Prime Casting Ability Modifier) / 2 per hour (not tied to resting).

For the rest, spell level slots still take their usual time to recharge, and spells with specific recharge times also still have this. Fatigue or Exhaustion caused by this mental fatigue overlaps (does not stack) with other sources of Fatigue or Exhaustion, and in uncureable except through patience waiting for mental fatigue to drop below 75% or 50% of total hp again.

Net effect is a system where you actually get fatigued quicker when you've taken damage. Downside is that in combat, she's not that great an artillery cannon as a regular sorcerer (especially when she gets ambushed, or charged ... at Level 16, you'd be surprised at the extent of enemy mobility, regardless of an initiative mod of +12 and a hair trigger on the Dimension Door) ... but she can keep casting all day long. No refreshing time, no minimum 8h sleep, but also no casting Disintegrate 5 times while she has 10 hit points left.

For comparative purposes: my sorceress has an effective class level of 16, 15 hit dice (3 not giving caster levels), a caster level of 12 for recharging mental fatigue and spells known, a caster level of 15 for spell effect (Practiced Spellcaster) (a 17 for effect of my theme spells, courtesy of Spell Thematics and Improved Spell Thematics), 122hp (d6 hit dice, insanely good hp rolls by the DM, and 16 constitution), and a charisma of 29 (started at 17, +2 racial (ice elves), +3 level increases, +1 extra racial (ice elf paragon levels), and a cursed +6 enhancement item).

With 2 similar systems, I hope this thread gets some time in the limelight ;-)
 


How have you guys found the system so far? (Recharge with Vitality/HP)

Using the original recharge magic system (as printed in UA) seems to be overpowered since a cleric could heal all day long.
And a 5th-level wizard could 'Fly' continuously.

I see that the Vitality/HP restriction could stop this, but how have you found the ballance for this?
I am loath to 'damage' my wizards for casting spells. They already have the lowest HP of all the classes. This would seem to make them even more vulnerable. (Bringing a caster to fatigued/exhausted/staggered condition also makes them more vulnerable).

Is there anyone out there using the Recharge Magic system without vitality loss of the caster? Is there a way to 'limit' the "heal all day" syndrom this system introduces?
 

Banesfinger said:
How have you guys found the system so far? (Recharge with Vitality/HP)

Using the original recharge magic system (as printed in UA) seems to be overpowered since a cleric could heal all day long.
And a 5th-level wizard could 'Fly' continuously.

I see that the Vitality/HP restriction could stop this, but how have you found the ballance for this?
I am loath to 'damage' my wizards for casting spells. They already have the lowest HP of all the classes. This would seem to make them even more vulnerable. (Bringing a caster to fatigued/exhausted/staggered condition also makes them more vulnerable).

Is there anyone out there using the Recharge Magic system without vitality loss of the caster? Is there a way to 'limit' the "heal all day" syndrom this system introduces?

I agree with the stacking effect of low HP and damage for spells. It's not good IMO.

As to the heal all day syndrome. ...
what about taking a percentage of the healed points as a form of subdual?

Perhaps something like this:
Cure Pool For Divine Healing (option A):
Caster constitution * wis modifier = curing limit
Example:
Meddhik the Cleric has a Wisdom modifier of +3, and a con of 14. This gives him a total healing ability of 14*3= 42 points.

The pool could be used as spell slots, or you could rule them a "HP pool" and possibly modify them further by multiplying by level (option B). Thus if Meddhik survives to make 5th level, he can cure up to 210 hit points per 24 hour period, refilling the pool as he meditates/prays for spells each day. No rollover. ;) If these are too high you could halve it. Either way they'd have more healing ability, it's a matter of degrees and would still have a cap.

If you halve it at the various levels and use Option B Meddhik could heal:
1st: 21 points
3rd: 63
5th: 105
10th: 210

Not sure how that compares to the current HP restoration abilities (nope, don't play clerics).

You could go above the limit but suffer from fatigue/exhaustion by doing so. I'd apply them directly as subdual damage or perhaps an increasing con check to avoid fatigue then exhaustion. Allows for the "Uhh crap there goes half the party and that thing is still grinning fiendishly for more" scenarios.

Or (Option C) you could use the pool as a "healing HP". This is similar to the OP's method, but avoids HP use and provides more adjustability through larger numbers.

"Casting Fatigue" and "Casting Exhaustion" could be applied only to casting of spells.

Just some thoughts, haven't sat down and run any sims or anything.
 

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