Melamoto
2009-08-28, 11:07 AM
First off, I would like to say I am not a particularly good homebrewer, and I am not a very good optimizer.
Second first off, keep this in mind as you read this:
This is not a well thought out, carefully designed fix. I have come up with a basic idea, and I figured this would be the best place to get it evaluated for what it is so far. Think of this as the "Alpha" stage.
Anyways, on to the design part:
You may only have 1 Contingency of any kind at a time. This includes crafted contingencies, and does not only apply to contingencies on yourself.
Spells with durations may only last for a maximum amount of time equal to 20 times the base multiplier (The value multiplied by the Caster Level for the total duration).
A Wizard may only use 1 spellbook at a time. To write spells into and prepare spells from another spellbook, the Wizard must focus on the spellbook for 24 hours, and afterwards may use the spellbook normally. However, the same ritual must be performed to switch back to using the Wizard's old spellbook.
All spells that duplicate or cast other spells (With the exception of Wish and Limited Wish) do not exist.
With the exception of Circle Magic, it is impossible to have a caster level higher than your HD.
All spells which would normally grant an absolute immunity (Such as Energy Immunity, Death Ward, or Mind Blank) now require a caster level check to penetrate. The DC is equal to The defensive spell’s Caster Level + The Spell Level + 10.
No more than 3 Metamagic feats may be applied to the same spell.
No Celerity.
Spells known:
Wizards now learn 3 free spells instead of 2 every level the wizard learns a new spell level, and begins play knowing 6 spells.
A Wizard must allocate up to 6 slots to be filled for potential spells known. Each slot may be used to make a single spell from a single school of magic available to learn. Multiple slots may be used in the same school. These apply separately to each level of spell, but they must not be the same. For example, Mialee the Wizard wants to be a Transmuter with summoning and offensive capabilities. She decides to assign 3 slots to the Transmutation school, and 3 slots to conjuration 2 slots to the Conjuration school and 1 slot to the Evocation school. This means that at any given spell level she may have a maximum of 3 transmutation school spells known, 2 conjuration and 1 evocation. She may otherwise learn spells normally. These limits do not apply to extra spells gained from writing them directly into the Wizard’s spellbook.
All spells gained from being written directly into the Wizard’s spellbook require 12 hours worth of time per spell level and an amount of gold pieces shown on the table below. These costs (Both time and gold) may not be reduced or subsumed in any way.
Costs for new spells:
{table]Spell Level|Gold Piece cost|Original cost
0th level|500|100
1st level|1000|100
2nd level|4000|200
3rd level|9000|300
4th level|16000|400
5th level|25000|500
6th level|36000|600
7th level|49000|700
8th level|64000|800
9th level|81000|900[/table]
Note: Yes, I know these are very expensive. However, I thought that extra spells were being handed out too easily, and wanted to limit it. For a level 20 Wizard, 3rd level spells and lower are nothing to gain, but a few extra 9th level spells will be costly.
Well, that's it for now. I have the feeling that this won't do too much to Wizards at high levels and will cripple them at lower levels, but that's what I have you lovely forum folks for. Just don't post if you genuinely think that the Wizard wasn't very broken before and that a fix like this is unnecessary.
And please, I know that other spellcasters are barely touched in this fix. I'll take a look at that later, Wizards are the ones I really care about right now.
Second first off, keep this in mind as you read this:
This is not a well thought out, carefully designed fix. I have come up with a basic idea, and I figured this would be the best place to get it evaluated for what it is so far. Think of this as the "Alpha" stage.
Anyways, on to the design part:
You may only have 1 Contingency of any kind at a time. This includes crafted contingencies, and does not only apply to contingencies on yourself.
Spells with durations may only last for a maximum amount of time equal to 20 times the base multiplier (The value multiplied by the Caster Level for the total duration).
A Wizard may only use 1 spellbook at a time. To write spells into and prepare spells from another spellbook, the Wizard must focus on the spellbook for 24 hours, and afterwards may use the spellbook normally. However, the same ritual must be performed to switch back to using the Wizard's old spellbook.
All spells that duplicate or cast other spells (With the exception of Wish and Limited Wish) do not exist.
With the exception of Circle Magic, it is impossible to have a caster level higher than your HD.
All spells which would normally grant an absolute immunity (Such as Energy Immunity, Death Ward, or Mind Blank) now require a caster level check to penetrate. The DC is equal to The defensive spell’s Caster Level + The Spell Level + 10.
No more than 3 Metamagic feats may be applied to the same spell.
No Celerity.
Spells known:
Wizards now learn 3 free spells instead of 2 every level the wizard learns a new spell level, and begins play knowing 6 spells.
A Wizard must allocate up to 6 slots to be filled for potential spells known. Each slot may be used to make a single spell from a single school of magic available to learn. Multiple slots may be used in the same school. These apply separately to each level of spell, but they must not be the same. For example, Mialee the Wizard wants to be a Transmuter with summoning and offensive capabilities. She decides to assign 3 slots to the Transmutation school, and 3 slots to conjuration 2 slots to the Conjuration school and 1 slot to the Evocation school. This means that at any given spell level she may have a maximum of 3 transmutation school spells known, 2 conjuration and 1 evocation. She may otherwise learn spells normally. These limits do not apply to extra spells gained from writing them directly into the Wizard’s spellbook.
All spells gained from being written directly into the Wizard’s spellbook require 12 hours worth of time per spell level and an amount of gold pieces shown on the table below. These costs (Both time and gold) may not be reduced or subsumed in any way.
Costs for new spells:
{table]Spell Level|Gold Piece cost|Original cost
0th level|500|100
1st level|1000|100
2nd level|4000|200
3rd level|9000|300
4th level|16000|400
5th level|25000|500
6th level|36000|600
7th level|49000|700
8th level|64000|800
9th level|81000|900[/table]
Note: Yes, I know these are very expensive. However, I thought that extra spells were being handed out too easily, and wanted to limit it. For a level 20 Wizard, 3rd level spells and lower are nothing to gain, but a few extra 9th level spells will be costly.
Well, that's it for now. I have the feeling that this won't do too much to Wizards at high levels and will cripple them at lower levels, but that's what I have you lovely forum folks for. Just don't post if you genuinely think that the Wizard wasn't very broken before and that a fix like this is unnecessary.
And please, I know that other spellcasters are barely touched in this fix. I'll take a look at that later, Wizards are the ones I really care about right now.