Teapot Salty
2014-07-07, 03:04 PM
Hey guys. So, it's a commonly known fact that spellcasting is insanely powerful (insanely) and only the most optimized muggles can compete with their magic brethren. There have been numerous tries to fix it, including The Philosophers stone (http://www.giantitp.com/forums/showthread.php?210623-3-5-Magic-Remix-The-Philosopher-s-Stone) a very well done fix. But I'm here to offer up something different, something that will take loads of work, and is nowhere (NOWHERE) near done. But here is the basic gist of it:
The old spellcasting lists are gone, dead and gone. Instead, each primary spellcaster has access to different spells, unique to their class, organized in tiers. The cleric gets defense and healing, the sorcerer blasting, the wizard, gimping and the druid a bit of each. Each spellcaster learns a new spell every odd level beyond first, and starts with 3. Their are five tiers of spells, which are:
Apprentice: Available to be learned at level 1
Example spell: Cure light wounds
Adept: Available to be learned at level 5
Example spell:
Lightning shackles:
Target takes 1d6 electricity damage per 5 wizard levels and must succeed a reflex save (dc 10+ 1/2wizard level+int modifier) Or have all their speeds reduced by 5ft per 5 wizard levels. A wizard may chose to target multiple opponents with this spell, provided he divides the damage dice between them. For example a tenth level wizard may target one opponent and deal 2d6 damage, or two and deal 1d6 damage to each. No matter how many opponents hit, they are all forced the same save with the same effect.
Master: Available to be learned at level 10
Flaming wind: 60 ft long, 10ft wide line of fire shoots from your palm, dealing 1d6 per sorcerer level fire damage and pushes all caught in it's blast back 1d4x5 feet(reflex dc 10+1/2 sorcerer level+sorcerer charisma modifier for half damage and no push)
Legendary: Available to be learned at level 15
Example spell: Harm
I'm toying with a mana system, where each spell has an individual cost, and the caster has mana equal to their casting stat + (or perhaps times) the caster level.
Now, in an effort to buff the muggles slightly here is what I have. All abilities below apply to all characters:
You have a competence bonus to your ac equal to half your base attack bonus.
You have a competence bonus to damage rolls equal to one third of your base attack bonus.
I still have to buff the individual mundane classes, but that BAB buff will be present in all my games, I think.
What do you guys think of them? Thanks, and as always, go nuts.
1.0 Original Version
1.1 Added Changelog
1.2 Flaming wind does fire damage
1.5 Changed save dc to half level (Thank you Jiriku)
The old spellcasting lists are gone, dead and gone. Instead, each primary spellcaster has access to different spells, unique to their class, organized in tiers. The cleric gets defense and healing, the sorcerer blasting, the wizard, gimping and the druid a bit of each. Each spellcaster learns a new spell every odd level beyond first, and starts with 3. Their are five tiers of spells, which are:
Apprentice: Available to be learned at level 1
Example spell: Cure light wounds
Adept: Available to be learned at level 5
Example spell:
Lightning shackles:
Target takes 1d6 electricity damage per 5 wizard levels and must succeed a reflex save (dc 10+ 1/2wizard level+int modifier) Or have all their speeds reduced by 5ft per 5 wizard levels. A wizard may chose to target multiple opponents with this spell, provided he divides the damage dice between them. For example a tenth level wizard may target one opponent and deal 2d6 damage, or two and deal 1d6 damage to each. No matter how many opponents hit, they are all forced the same save with the same effect.
Master: Available to be learned at level 10
Flaming wind: 60 ft long, 10ft wide line of fire shoots from your palm, dealing 1d6 per sorcerer level fire damage and pushes all caught in it's blast back 1d4x5 feet(reflex dc 10+1/2 sorcerer level+sorcerer charisma modifier for half damage and no push)
Legendary: Available to be learned at level 15
Example spell: Harm
I'm toying with a mana system, where each spell has an individual cost, and the caster has mana equal to their casting stat + (or perhaps times) the caster level.
Now, in an effort to buff the muggles slightly here is what I have. All abilities below apply to all characters:
You have a competence bonus to your ac equal to half your base attack bonus.
You have a competence bonus to damage rolls equal to one third of your base attack bonus.
I still have to buff the individual mundane classes, but that BAB buff will be present in all my games, I think.
What do you guys think of them? Thanks, and as always, go nuts.
1.0 Original Version
1.1 Added Changelog
1.2 Flaming wind does fire damage
1.5 Changed save dc to half level (Thank you Jiriku)