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What is the benifiet of the Arcanist?
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<blockquote data-quote="anondragon" data-source="post: 2220031" data-attributes="member: 18809"><p><strong>bigger picture</strong></p><p></p><p>When I first saw the rules for memorizing spells in EOM I was pretty excited. After reading them further I discovered that they were practically useless (I did like the reading high level spells from spell books though). As written with a DC of 11+spell level it makes it difficult for any but high level mages to use this technique. And that was at the cost of devoting MP to the spell for the day. </p><p></p><p>The feats to improve this were not very impressive. How did they fair in play testing? I imagine that the threat of losing a spell would be pretty large penalty for anyone to try using them.</p><p></p><p></p><p>I've been playing with new systems for the past day, those that seem fair (ability to cast mp spells 1/2 your level with little failure and then a rapid increase) were too complex to use. But I have a small rule change that might make memorizing spells a little more worthwhile. (whether this should be a new rule, an addition to a new feat or an addition to the arcane student feat is for discussion. I favor adding it to the arcane student). The exact numbers might need to be tweaked as I haven't worked out the math (value of the cummulative penalty, max number of rounds). </p><p></p><p></p><p>Proposal:</p><p></p><p>If you fail your DC to cast the memorized spell, you may retry that roll the next round with a +2 penalty to cast the spell. A</p><p>spellcaster may attempt a number of retries on consecutive rounds equal to their intelligence bonus (if positive). The +2 penalties are cumulative for each round. If the spell caster initiates a spell and fails to cast it (by choosing to stop or by attempting the spell for a number of rounds equal to their intelligence bonus) they suffer the ill effects mentioned in the book. </p><p></p><p>Special: Due to the strain of trying to re-control the magic</p><p>threatening to break loose, the spellcaster must make concentration checks for damage taken before and during their next round.</p><p></p><p></p><p>Example: A 4th level mage, Dar, attempts to cast a 4MP spell the DC is 15. Dar rolls a 7 on his first round(a total of 11) and is now in danger of losing control of his spell. Dar chooses to try to wrestle control of the spell. As his Int is 17 he has a +3 bonus and can attempt to cast the spell for 3 more rounds. The next round, the DC is 17, Dar rolls a 10(total 14) and grimly decides to try it next round. Meanwhile he is attacked with an arrow. Dar must make a concentration check for the damage of the arrow in order to keep the spell from failing and backlashing on him. The next round the dc of the spell is 19. Dar rolls a 12 (total 16). Dar can choose to try one more round to cast the spell but he decides not to as the DC would be 21 and it would consume another round that he could use toward</p><p>another spell. At that point he takes damage as specified in the</p><p>book.</p><p></p><p></p><p>Variations: The cumulative penalty applied to the concentration check and damage received for failing to cast the spell. </p><p></p><p>The premise of this is to allow casters a way to (almost) ensure that lower power spells are cast while providing an exciting component to fighting off the possibility of a failed spell.</p></blockquote><p></p>
[QUOTE="anondragon, post: 2220031, member: 18809"] [b]bigger picture[/b] When I first saw the rules for memorizing spells in EOM I was pretty excited. After reading them further I discovered that they were practically useless (I did like the reading high level spells from spell books though). As written with a DC of 11+spell level it makes it difficult for any but high level mages to use this technique. And that was at the cost of devoting MP to the spell for the day. The feats to improve this were not very impressive. How did they fair in play testing? I imagine that the threat of losing a spell would be pretty large penalty for anyone to try using them. I've been playing with new systems for the past day, those that seem fair (ability to cast mp spells 1/2 your level with little failure and then a rapid increase) were too complex to use. But I have a small rule change that might make memorizing spells a little more worthwhile. (whether this should be a new rule, an addition to a new feat or an addition to the arcane student feat is for discussion. I favor adding it to the arcane student). The exact numbers might need to be tweaked as I haven't worked out the math (value of the cummulative penalty, max number of rounds). Proposal: If you fail your DC to cast the memorized spell, you may retry that roll the next round with a +2 penalty to cast the spell. A spellcaster may attempt a number of retries on consecutive rounds equal to their intelligence bonus (if positive). The +2 penalties are cumulative for each round. If the spell caster initiates a spell and fails to cast it (by choosing to stop or by attempting the spell for a number of rounds equal to their intelligence bonus) they suffer the ill effects mentioned in the book. Special: Due to the strain of trying to re-control the magic threatening to break loose, the spellcaster must make concentration checks for damage taken before and during their next round. Example: A 4th level mage, Dar, attempts to cast a 4MP spell the DC is 15. Dar rolls a 7 on his first round(a total of 11) and is now in danger of losing control of his spell. Dar chooses to try to wrestle control of the spell. As his Int is 17 he has a +3 bonus and can attempt to cast the spell for 3 more rounds. The next round, the DC is 17, Dar rolls a 10(total 14) and grimly decides to try it next round. Meanwhile he is attacked with an arrow. Dar must make a concentration check for the damage of the arrow in order to keep the spell from failing and backlashing on him. The next round the dc of the spell is 19. Dar rolls a 12 (total 16). Dar can choose to try one more round to cast the spell but he decides not to as the DC would be 21 and it would consume another round that he could use toward another spell. At that point he takes damage as specified in the book. Variations: The cumulative penalty applied to the concentration check and damage received for failing to cast the spell. The premise of this is to allow casters a way to (almost) ensure that lower power spells are cast while providing an exciting component to fighting off the possibility of a failed spell. [/QUOTE]
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