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*Pathfinder & Starfinder
Would anyone prefer spellcasting to stay as it is?
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<blockquote data-quote="Geron Raveneye" data-source="post: 3716735" data-attributes="member: 2268"><p>Easy. Wizards shape an arcane pattern, fill it with magical energy, and lock that in their mind/aura/personal force field/whathaveyou. The little bit during casting is simply a trigger that releases that stored-up energy through the pattern, creating a spell effect. Once it is release, it is gone, pattern and energy. The "Spells per Day" limit is the number of charged patterns a wizard can store in his mind/aura. That's why it goes up with level and Intelligence...they simply get better at it.</p><p></p><p>Sorcerers, by their heritage, have those patterns in their aura/etc. already...they simply have to pull magical energy through them every time they want to create a spell effect. Since their patterns are attached to their auras from birth, they don't vanish with a casting. The limit on "Spells per Day" for the sorcerer is more the amount of magical energy he can pull through his aura without endangering its integrity. Spell levels function as quantum levels in that case.</p><p></p><p>What a wizard has to study (shaping of patterns, charging them with energy, and locking both in their mind), a sorcerer does instinctively and on the spot, since he only needs to do one half of the work, but in turn can't really change anything because he never studied and understood it. A wizard can waggle his fingers and wave that sulfur-bat guano ball all he wants, if he hasn't got a charged fireball pattern stored in his mind, no kablooie.</p><p></p><p>If you want a class that has the innate ability of the sorcerer and the learning of the wizard, use the Magister of <em>Arcana Unearthed</em> fame...as is, or as prestige class for someone with sorcerous abilities who actually studied the theory of magic. If you want the sorcerer to be able to extend his casting at his own risk, use Overchanneling from <em>Wheel of Time</em>...with a few minute tweaks, it does that perfectly. Want a spell point system? The quickest one is to use the Psion with arcane spells. Want something a la <em>Dragonlance</em> where the caster tires the more powerful spells he casts? Use the channeler from <em>Midnight</em> and swap the Magic Cost to subdual damage once the magic points have run out.</p><p></p><p>It's one thing 3E really accomplished...a whole lot of damn interesting ways to modify D&D's method of spellcasting. And this was just arcane magic, and the tip of the iceberg.</p><p></p><p>Outdated and inflexible? I don't see it at all. <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /></p></blockquote><p></p>
[QUOTE="Geron Raveneye, post: 3716735, member: 2268"] Easy. Wizards shape an arcane pattern, fill it with magical energy, and lock that in their mind/aura/personal force field/whathaveyou. The little bit during casting is simply a trigger that releases that stored-up energy through the pattern, creating a spell effect. Once it is release, it is gone, pattern and energy. The "Spells per Day" limit is the number of charged patterns a wizard can store in his mind/aura. That's why it goes up with level and Intelligence...they simply get better at it. Sorcerers, by their heritage, have those patterns in their aura/etc. already...they simply have to pull magical energy through them every time they want to create a spell effect. Since their patterns are attached to their auras from birth, they don't vanish with a casting. The limit on "Spells per Day" for the sorcerer is more the amount of magical energy he can pull through his aura without endangering its integrity. Spell levels function as quantum levels in that case. What a wizard has to study (shaping of patterns, charging them with energy, and locking both in their mind), a sorcerer does instinctively and on the spot, since he only needs to do one half of the work, but in turn can't really change anything because he never studied and understood it. A wizard can waggle his fingers and wave that sulfur-bat guano ball all he wants, if he hasn't got a charged fireball pattern stored in his mind, no kablooie. If you want a class that has the innate ability of the sorcerer and the learning of the wizard, use the Magister of [i]Arcana Unearthed[/i] fame...as is, or as prestige class for someone with sorcerous abilities who actually studied the theory of magic. If you want the sorcerer to be able to extend his casting at his own risk, use Overchanneling from [i]Wheel of Time[/i]...with a few minute tweaks, it does that perfectly. Want a spell point system? The quickest one is to use the Psion with arcane spells. Want something a la [i]Dragonlance[/i] where the caster tires the more powerful spells he casts? Use the channeler from [i]Midnight[/i] and swap the Magic Cost to subdual damage once the magic points have run out. It's one thing 3E really accomplished...a whole lot of damn interesting ways to modify D&D's method of spellcasting. And this was just arcane magic, and the tip of the iceberg. Outdated and inflexible? I don't see it at all. :lol: [/QUOTE]
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Would anyone prefer spellcasting to stay as it is?
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