Unified Spell Theory (in progress)

DreamChaser said:
That is a great idea...it makes it easier to integrate without having to totally revamp the system. The only problem is what if the sorcerer has multiple scaling spells that all come due?

DC
Multiple scaling spells that all "come due"? I'm not sure I understand. You mean like if the sorceror has multiple spells which become available at level up, yet the sorceror lacks sufficient known spells to take them all? That's too bad, then. He's stuck with the weaker version until such time as he wishes to trade up using the higher-levelled known spell.

For instance, the sorceror reaches L16, and can upgrade Otiluke's Resilient Sphere to Telekinetic Sphere, and Grasping Hand to Clenched Fist, according to your table. He only gets one known spell, though. So he has to pick one to upgrade. He can pick to upgrade one, the other, or neither. Whichever one he upgrades frees up the lower-level slot, which he can then choose to fill with a new spell of that level, without losing the ability to use that lower level version. Whichever one(s) he doesn't choose to upgrade, that's his best known version: He can use that one, or any versions below it, but not versions above it. So the answer to your question is rather simple: "Too bad.". The sorceror *CAN* upgrade. He can do this anytime he has a free known spell slot of the higher level version. He doesn't have to upgrade one, the other, or any of them. Nobody is putting a gun to his head and saying that he MUST do so.
 

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DreamChaser said:
So basically, each spell would be a combination of an energy and an effect. It would look something like this.

Lesser Energy Ray
Evocation [varies]
Level: 0
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft. / 2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: none (see below)
Spell Resistance: Yes

This spell is actually eight spells which must be learned separately. Each time you learn it, you learn a new energy form of the spell.

A tiny bolt of energy projects from your finger to strike a single object or creature. You must succeed at a ranged touch attack in order to hit.

The a ray of fire or darkness deals 1d4 points of damage, a ray of cold, force, lightning, or sound deals 1d3 points of damage. A ray of acid deals 1d2 points of damage. A ray of white deals 1d6 points of nonlethal damage. Secondary effects apply.

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Well, there it is. What do you think?
DC

Dreamchaser,

While I am not certain about the other issue you are positing (the spell chains) I really like this one. Have you made the higher level 'templates' for the various spells? If so could you post them?
 

Dreamchaser I have to ask, have you read AU yet? It has many of the functions you are looking at, such as differing descripters for spells based on elements (although you do have to spend a feat) and spells with varying powers when cast at different levels.
 

Get The Elements of Magic. And chill out with the alternate colors! Some of them nearly made me go blind.

And I'd agree with the concept that codifying magic and making it scientific isn't necessarily a good goal to begin with. After all, it's magic and should be somewhat mysterious and unexplainable.
 

Tywyll said:
Dreamchaser,

While I am not certain about the other issue you are positing (the spell chains) I really like this one. Have you made the higher level 'templates' for the various spells? If so could you post them?

Bump
 

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