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2007-04-27, 10:49 AM (ISO 8601)
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How to Eliminate Vancian Magic & Put a Real Price on Spells [New Core Class + 5 PrCs]
Bio-MagePremise
SpoilerThe system of magic used in D&D since its inception was originally based on the works of fantasy/science fiction author Jack Vance. In his Dying Earth series, among other novels, he conceived of a world in which magic spells are first memorized & then forgotten once they have been cast. This was borrowed by Gary Gygax when he created D&D for a number of reasons.
First, Jack Vance was a notable writer, & has been nearly as influential in the fantasy genre as a certain linguistics professor from Oxford, although probably in less overt ways.
Second, this system allows one to easily quantify magic. Magical effects can be broken down into discrete spells, which can be used up like arrows in a quiver (or charges in a wand, if your prefer). This prevents spellcasters from immediately flying out of control with limitless magical power (it now takes about 12 or so levels before wizards can slap the I WIN button with virtual impunity, sorcerers following a few levels later).
Lastly, this system is unlike anything detailed in an existing real-world religion. Gary Gygax was rather concerned with this notion back in 1974, & became only more so when the first (false) accusations of devil-worship & paganism arose in connection to this mostly-innocuous fantasy game. He didn’t want his game to be connected to the thorny issue of religion, so he deliberately sought out a system for magic that had nothing to do with the beliefs of any religion or cult, past or present.
Now, this system that we know today as Vancian Magic has been with us for a very long time, & we’ve seen many permutations of it. Wizards use it in its purest form, dishing out spells that they’ve already memorized/cast from their spellbooks in the morning, only to have them wiped from their minds after casting. Cleric use a divine variant of this, praying in the morning to use their spells for the rest of the day (mechanically, this is the same thing that wizards do, only wizards can lose their books). Sorcerers are perhaps the most radical version of this, spontaneously casting their spells, even though they are still tied to spells-per-day, spells-cannot-be-remembered-for-recasting type magic.
Now, some people like Vancian magic, & some people hate it. I, for one, don’t hate it, but I understand that it has its drawbacks. For one, the per-day limit on spells works mechanically, but in terms of realism, it comes off as clunky & arbitrary. Also, spellcasters have few real limits once they reach the middle levels. Clerics, druids, & especially wizards all become unstoppable engines of destruction, making most other classes somewhat irrelevant. Experience point costs for some high-level spells & most magic item creation has helped slow this upward spiral of power, but it cannot halt the inevitable: D&D magic has no real cost.
Other magic systems have been introduced, all of which do have some consequence to their operation. Incantations, binding magic, truenaming, incarnum, & so on have been brought up as ways to create magical effects without using Vancian magic, but none of these are real choices for an everyday PC. They may be fine for an odd encounter or story arc, but for a magic system that can be used throughout a campaign, I wanted something different.
This is why I’ve conceived of bio-magic. It works like Vancian magic, but it’s not limited to per-day uses, & it comes at a real, tangible cost that I think adequately balances it with non-spellcaster class options. Bio-mages aren’t nerfed sorcerers; they can still enjoy all of the same abilities that other spellcasters can. I’ve simply added a price tag to those abilities, one that ensures that bio-mages can’t go out of control & run amok, ruining a campaign world with wanton spellcasting.
It’s a first attempt, & it’s probably not perfect. Please evaluate this & criticize it honestly. I look forward to the feedback.Last edited by Zeta Kai; 2008-10-02 at 12:13 PM. Reason: added title
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2007-04-27, 10:52 AM (ISO 8601)
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Re: How to Eliminate Vancean Magic & Put a Real Price on Spells [New Core Class + 5 P
Table of Contents
The Bio-Mage
Game Rule Information
Starting Packages
Class Features
Bio-Magical Feats
Prestige Classes
Bio-Magically Infused Objects (Magic Items)
- Breaking Charged Items
- Æther Ring
- Amulet of the Lens
- Boots of Nimbleness
- Cloak of Insight
- Gauntlet of Might
- Helm of Acumen
- Jar of Souls
- Mask of Charm
- Mortal Mace
- Negation Arrows
- Phial of Verve
- Potion of Life
- Scythe of Sapping
- Vest of Stamina
- Wand of Pain
Epic Bio-Mages
DM’s Guide: Assigning LP to Higher-Level Characters
NPC Class: The Tyro (AKA the Bio-Adept)
Design Notes
Last edited by Zeta Kai; 2008-10-05 at 10:12 PM. Reason: added link
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2007-04-27, 01:12 PM (ISO 8601)
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Re: How to Eliminate Vancean Magic & Put a Real Price on Spells [New Core Class + 5 P
Nice. One thing, though: it's usually spelled "vancian" despite the fact that Vance contains the letter E. Just another quirk of the language.
Anyway, I like where you're headed. Keep it up!Diamond Mind avatar provided by Abardam.
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2007-04-27, 01:44 PM (ISO 8601)
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Re: How to Eliminate Vancian Magic & Put a Real Price on Spells [New Core Class + 5 P
The Bio-Mage
Tapping into the very essence of their own life-force, bio-mages have become adept at producing magical effects at the cost of their own lifespan. Rather than drawing magical power from the world around them, they use the energies present within their own bodies to produce reality-warping magics. Both blessed & cursed with magical powers that they can only use at the price of their very lives, they are considered oddities even by other spellcasters.
Bio-mages are prone to claiming that their powers are derived from a divine source; that a mighty god chose them for an unfathomable purpose. A small minority assert that they are partially descended from fey beings, & that the fey blood in their veins powers their magic. A rare few argue that the energy of bio-magic developed slowly, growing from lesser fragments of their souls, & that bio-mages are merely the most advanced iteration of this progressive process. The debate on whether their powers were evolved or granted in origin rages on, as is their prime source, so no side can declare supremacy.
Whether or not any of these accounts are true, bio-mages are looked at as special within their communities. Some view them as being as dangerous as sorcerers & wizards, possessing magical abilities that the common folk lack. Others pity them, knowing that their time in this world is likely short & will grow only shorter if they use their powers. Regardless of the local opinion, it is obvious to all that these spellcasters are a breed apart from the rest.
Like any class, people become bio-mages for many different reasons. Some are drawn to the power & prestige of spellcasting, but lack the discipline or opportunity to become a wizard, the draconic heritage to be a sorcerer, or the heavenly grace required for divine casting. Others are born with a predilection for bio-magic, spontaneously manifesting unbidden powers. A rare few are actively brought into the trade by an elder bio-mage, trained in the art like any young apprentice. Many circumstances can lead someone to unlock & tap the energy within them, but no matter how it is discovered, once bio-magic has been used, its tempting power (& ultimate price) patiently awaits.Last edited by Zeta Kai; 2008-10-05 at 02:42 AM.
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2007-04-27, 06:31 PM (ISO 8601)
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Re: How to Eliminate Vancian Magic & Put a Real Price on Spells [New Core Class + 5 P
Lovely flavor, I can't wait to see the crunchy bits. I found it interesting that you set it up to coexist with the Vancian-based classes. It seems that this could very effectively adapted for D20 Modern, especially with the fluff/flavor you have. Do you personally intend to use both this and the Vancian classes together, since you designed this to be an alternative or replacement for the traditional spellcasting methods? And how did you come up with this particular direction?
"That which does not kill you has made a tactical error." - Rule 35, Seven Habits of Highly Effective Pirates
See the world, differently.
Thanks to urodivoi for the oystatar!
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2007-04-27, 10:53 PM (ISO 8601)
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Re: How to Eliminate Vancian Magic & Put a Real Price on Spells [New Core Class + 5 P
Adventures
Like most classes, bio-mages go adventuring for a number of reasons. Some attempt to conduct magical research into the nature of bio-magic, traveling to crumbling ruins famed for their lost lore. Other are seeking to improve their abilities, testing their powers by honing them in battle. Some explore remote lands, trying to uncover the bio-mages’ origins & other divine truths. Still others endeavor to escape their fate & avoid the impending doom of their existence. Most of all, though, bio-mages work to discover (or create) a niche for themselves, a place in the world where they can fit in.Last edited by Zeta Kai; 2008-10-02 at 12:17 PM.
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2007-04-27, 10:59 PM (ISO 8601)
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Re: How to Eliminate Vancian Magic & Put a Real Price on Spells [New Core Class + 5 P
Characteristics
Bio-mages are never willing to waste their powers, & tend to be a bit cautious & reserved when faced with a problem or a new situation. They never willingly enter magical competitions, & they rarely practice or train with their magics more than the minimum necessary amount. They are known to fall back in the face of danger, assess the situation, & then take deliberate, precise action, expending no superfluous effort.
They deal with their abilities (& the inherent consequences of those abilities) in different ways. Some are stoic & serene, in tune with their bodies & the world around them. Others feel lonely & anxious, isolated from others who lack bio-magic. Some have grown morose, always keenly aware that their life is slipping away. Still others are manic, determined to live to the fullest during their time remaining.Last edited by Zeta Kai; 2008-10-05 at 02:42 AM.
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2007-04-27, 11:00 PM (ISO 8601)
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Re: How to Eliminate Vancian Magic & Put a Real Price on Spells [New Core Class + 5 P
Alignment
With a predilection for harmony & balance, bio-mages are usually neutral in some way. They may often lean toward either law or chaos, but they are rarely swayed toward either good or evil, preferring instead to find a middle ground & strike a pragmatic stance on the issue of personal morality. Those with a lawful bent are even more aloof than the average bio-mage, while the chaotic ones are generally more approachable & sociable.Last edited by Zeta Kai; 2008-10-05 at 02:43 AM.
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2007-04-27, 11:01 PM (ISO 8601)
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Re: How to Eliminate Vancian Magic & Put a Real Price on Spells [New Core Class + 5 P
Religion
Bio-mages tend to worship deities that do not lean toward either good or evil. Which god they revere depends on their focus. If a bio-mage is interested in the arcane, they usually pray to Boccob. Rural bio-mages typically pray to Obad-Hai. Urban bio-mages commonly pray to Fharlanghn. Bio-mages with a lawful bent often pray to Wee Jas. Bio-mages with a chaotic bent often pray to Olidammara. Any racial god that strikes a balance between (or is indifferent to) good & evil can be a good choice as well. Neutrality & harmony are key to a bio-mage, & their worship of deities reflects this.
Some bio-mages forgo devotion to deities altogether, instead choosing to venerate nature (which is praised for its unwavering neutrality) or abstract principles, such as death, knowledge, life, luck, magic, or strength. They often seek a stable equilibrium between two dichotomous aspects of a single concept.Last edited by Zeta Kai; 2008-10-05 at 02:43 AM.
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2007-04-27, 11:03 PM (ISO 8601)
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Re: How to Eliminate Vancian Magic & Put a Real Price on Spells [New Core Class + 5 P
Background
No one knows where bio-magic comes from, or why some people develop control of it while others do not. They are often said to be granted arcane power by the gods for a profound & mysterious purpose. Others say that bio-magic is actually a trait that all living beings share, & that anyone can awaken & control the energies within themselves. These people often also claim that this is why every living thing eventually dies; that the finite magic within a living being eventually just runs out, but only bio-mages can control the outpouring flow. Rumors even persist that strange extraplanar entities are responsible for bio-magical effects, & that bio-mages (knowingly or not) are agents serving their absent masters’ agendas.
A nascent bio-mage usually appears within a non-magical family, seemingly at random. Like sorcerers, this is commonly confusing & even traumatic for a young would-be bio-mage, for there is rarely anyone present who can explain why magical phenomena occur around him, or why he feels tired after an inexplicable magical incident.
Sometimes young bio-mages get lucky & are taken in by elder bio-mages who understand what is going on & can train an apprentice to use their powers wisely & well. Many times, though, a bio-mage must make their own way, discovering their abilities (& making costly mistakes) by themselves. Bio-magical colleges & guilds do exist, but they are exceedingly rare & exclusive, found only in the largest cities & seldom admitting students who fail to be notable in some way.Last edited by Zeta Kai; 2008-10-05 at 02:43 AM.
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2007-04-27, 11:04 PM (ISO 8601)
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Re: How to Eliminate Vancian Magic & Put a Real Price on Spells [New Core Class + 5 P
Races
For whatever reason, bio-magic is a talent found chiefly among the shorter-lived races. Bio-mages are most often Humans, Half-Elves, Orcs, or Half-Orcs. Halflings, Illumians, Goliaths & Oaves are rather rare among the bio-mages’ ranks. Elves, Raptorans, Dwarves, & Gnomes are very rare. Aberration, dragon, outsider or fey bio-mages are virtually unheard of.Last edited by Zeta Kai; 2008-10-05 at 02:44 AM.
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2007-04-27, 11:05 PM (ISO 8601)
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Re: How to Eliminate Vancian Magic & Put a Real Price on Spells [New Core Class + 5 P
Other Classes
Bio-mages are typically envious of other spellcasters. They become jealous of the fact that wizards, sorcerers & the like can cast spells without shortening their lives (& in fact, some spellcasters use magic to extend their lives). They also know that direct competition with other spellcasters is pointless & wasteful, & so they refrain from engaging in such trivial rivalries. They feel more comfortable with classes that don’t have magical abilities, such as barbarians, fighters, rogues, & most NPC classes.
As far as personal philosophy is concerned, they are generally cooperative with all classes, especially druids, who share their penchant for neutrality. They often have a bit of a hard time understanding paladins (& to a lesser extent monks), who are never neutral in their beliefs or actions.Last edited by Zeta Kai; 2008-10-05 at 02:44 AM. Reason: removing unnecessary text
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2007-04-28, 08:05 PM (ISO 8601)
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Re: How to Eliminate Vancian Magic & Put a Real Price on Spells [New Core Class + 5 P
Game Rule Information
Bio-mages have the following game statistics.
Abilities: Wisdom determines how powerful a spell a bio-mage can cast, how many spells a bio-mage can learn, & how hard those spells are to resist. To cast a spell, a bio-mage must have a Wisdom score of 10 + the spell’s level. A bio-mage gets bonus spell based on Wisdom. The Difficulty Class for a saving throw against a bio-mage’s spell is 10 + the spell’s level + the bio-mage’s Wisdom modifier.
Constitution governs not only his hit points, but also how many spells he can cast before becoming fatigued, & even the total number of Life Points he has. Dexterity is always beneficial, especially for a class that has relatively low hit points & usually wears light or no armor.
Alignment: Any; usually lawful neutral (LN), neutral (N), or chaotic neutral (CN).
Hit Die: d6.
Class Skills: The bio-mage’s class skills (& the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), & Spellcraft (Int).
Skill Points at 1st Level: (4 + Int modifier) × 4.
Skill Points at Each Additional Level: 4 + Int modifier.Last edited by Zeta Kai; 2008-10-05 at 02:45 AM.
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2007-04-28, 08:08 PM (ISO 8601)
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Re: How to Eliminate Vancian Magic & Put a Real Price on Spells [New Core Class + 5 P
MORE MEAT! I want more meaty info!
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2007-04-28, 08:15 PM (ISO 8601)
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Re: How to Eliminate Vancian Magic & Put a Real Price on Spells [New Core Class + 5 P
Starting Packages
Human Bio-Mage Starting Package
- Race: Human
- Armor: none, speed 30’
- Weapons: Quarterstaff (1d6, 20/×2, 4lbs, large size, bludgeoning), Light Crossbow (1d8, 19-20/×2, 80’ range increment, medium size, 6lbs, piercing)
- Skill Selection: pick a number of skills equal to 5 + Intelligence modifier
- Feat: Slow Burn
- Bonus Feat: Slower Burn
- Spells Known:
- 0th level: detect magic, light, mending, read magic
- 1st level: feather fall, magic missile
- Gear: backpack, waterskin, trail rations, bedroll, sack, hempen rope, crossbow bolt case, flint & steel kit, spell component pouch
- Gold: 3d4gp
Alternative Bio-Mage Starting Package
The same as a human bio-mage, with the following exceptions:
- Race: Elf, Half-Elf, Raptoran or Illumian
- Skill Selection: pick a number of skills equal to 4 + Intelligence modifier
- Feat: Slow Burn / Toughness
- Bonus Feat: none
- Gold: 3d6gp
Alternative Bio-Mage Starting Package
The same as a human bio-mage, with the following exceptions:
- Race: Dwarf, Gnome, or Halfling
- Armor: none, speed 20’
- Weapons: Morningstar (1d8, 20/×2, 8lbs, medium size, bludgeoning/piercing), Longbow (1d8, 20/×3, 100’ range increment, large size, 3lbs, piercing)
- Skill Selection: pick a number of skills equal to 4 + Intelligence modifier
- Bonus Feat: none
- Gold: 3d6gp
Alternative Bio-Mage Starting Package
The same as a human bio-mage, with the following exceptions:
- Race: Half-Orc, Goliath, or Oaf
- Weapons: Greatclub (1d10, 20/×2, 10lbs, medium size, bludgeoning), Shortbow (1d6, 20/×3, 60’ range increment, medium size, 2lbs, piercing)
- Skill Selection: pick a number of skills equal to 4 + Intelligence modifier
- Bonus Feat: none
- Gold: 1d4gp
Variant: Random Starting Gold (equipment not included)
- Human: 3d4×10gp
- Elf, Half-Elf, Raptoran, Illumian, Dwarf, Gnome, or Halfling: 3d6×10gp
- Half-Orc, Goliath, or Oaf: 2d4×10gp
Last edited by Zeta Kai; 2008-10-05 at 02:48 AM.
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2007-04-28, 08:25 PM (ISO 8601)
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Re: How to Eliminate Vancian Magic & Put a Real Price on Spells [New Core Class + 5 P
Table 1-1: The Bio-Mage
{table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special
1st|+0|+0|+2|+2|Life Points, Bio-Magic, Sense of Life
2nd|+1|+0|+3|+3|Infusion
3rd|+1|+1|+3|+3|Bio-Boost (self)
4th|+2|+1|+4|+4|Bonus Feat
5th|+2|+1|+4|+4|Bio-Healing (self)
6th|+3|+2|+5|+5|Bio-Boost (+4)
7th|+3|+2|+5|+5|Bio-Boost (other)
8th|+4|+2|+6|+6|Bio-Blast
9th|+4|+3|+6|+6|Bio-Healing (other)
10th|+5|+3|+7|+7|Bonus Feat
11th|+5|+3|+7|+7|Bio-Boost (group)
12th|+6/+1|+4|+8|+8|Bio-Boost (+6)
13th|+6/+1|+4|+8|+8|Bio-Healing (group)
14th|+7/+2|+4|+9|+9|Potent Magic
15th|+7/+2|+5|+9|+9|Bio-Boost (mass)
16th|+8/+3|+5|+10|+10|Bonus Feat
17th|+8/+3|+5|+10|+10|Bio-Healing (mass)
18th|+9/+4|+6|+11|+11|Bio-Boost (+8)
19th|+9/+4|+6|+11|+11|Deathless Body
20th|+10/+5|+6|+12|+12|Bio-Bomb[/table]Last edited by Zeta Kai; 2008-10-05 at 02:49 AM.
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2007-04-28, 08:35 PM (ISO 8601)
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Re: How to Eliminate Vancian Magic & Put a Real Price on Spells [New Core Class + 5 P
Table 1-2: Spells Known
{table=head]Level|0SL|1SL|2SL|3SL|4SL|5SL|6SL|7SL|8SL|9SL
1st|4|2|-|-|-|-|-|-|-|-
2nd|5|3|1|-|-|-|-|-|-|-
3rd|5|4|2|-|-|-|-|-|-|-
4th|5|5|3|1|-|-|-|-|-|-
5th|5|5|4|2|-|-|-|-|-|-
6th|5|5|5|3|1|-|-|-|-|-
7th|5|5|5|4|2|-|-|-|-|-
8th|5|5|5|5|3|1|-|-|-|-
9th|5|5|5|5|4|2|-|-|-|-
10th|5|5|5|5|5|3|1|-|-|-
11th|5|5|5|5|5|4|2|-|-|-
12th|5|5|5|5|5|5|3|1|-|-
13th|5|5|5|5|5|5|4|2|-|-
14th|5|5|5|5|5|5|5|3|1|-
15th|5|5|5|5|5|5|5|4|2|-
16th|5|5|5|5|5|5|5|5|3|1
17th|5|5|5|5|5|5|5|5|4|2
18th|5|5|5|5|5|5|5|5|5|3
19th|5|5|5|5|5|5|5|5|5|4
20th|5|5|5|5|5|5|5|5|5|5[/table]Last edited by Zeta Kai; 2008-10-05 at 02:51 AM. Reason: removing notice
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2007-04-28, 08:37 PM (ISO 8601)
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Re: How to Eliminate Vancian Magic & Put a Real Price on Spells [New Core Class + 5 P
WOO HOO spells at last...
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2007-04-29, 09:27 AM (ISO 8601)
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Re: How to Eliminate Vancian Magic & Put a Real Price on Spells [New Core Class + 5 P
Class Features
All of the following are class features of the bio-mage. See level progression on Table 1-1: The Bio-Mage for more information.
Weapon & Armor Proficiency: Bio-mages are proficient with all simple weapons. They are not proficient with any type of armor, or with shields. Armor of any type interferes with a bio-mage’s arcane gestures, which can cause his spells to fail (if those spells have somatic components). Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, & Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of armor & equipment carried.
Life Points (Su): A person has only so many days to live on this world. Once their time among the living is up, nothing can stop the soul from moving on to the afterlife. A bio-mage can spend their remaining time of life in the future to produce magical effects today. This is done by using Life Points.
Each bio-mage begins their career with Life Points equal to your starting Constitution score × 5,000. Later changes to Constitution, such as ability damage/drain or level-up ability bonuses do not affect a bio-mage’s LP pool. Once the LP is completely spent, then the character immediately dies, with no chance of resurrection or reincarnation. The body can be reanimated, but only as a mindless undead; the soul of the bio-mage has left this world, never to return.
Characters lose 1LP per day, regardless of activity or the lack thereof. Only within a timeless environment (such as that created by a temporal stasis spell) can this daily loss of Life Points be avoided. Characters can also spend their Life Points by using Bio-Magic (see below) & bio-magical abilities.
The regaining of Life Points is a difficult (& often evil) task. Items infused with bio-magical energy can be destroyed, releasing their stored Life Points. These can be collected by a skilled bio-mage. Also, under certain conditions, a bio-mage can drain Life Points from another bio-mage. This is invariably an evil act, requiring an alignment check if the usurper is not already evil.
Special Note about Multiclassing: Once a character has become a 1st level bio-mage, the clock starts ticking, & cannot be stopped. A multiclassing bio-mage will always lose 1LP per day, & will die once their LP runs out, regardless of what other class they may take a level in. Spellcasters must always spend LP to cast spells, including those learned by using another class. Arcane spells still cost the same amount of LP for multiclassing bio-mages, regardless of adept, sorcerer or wizard levels. Divine spells also cost a multiclassing bio-mage LP; in this case, the character must spend the average amount of LP for a spell of that particular level. These drawbacks are in addition to any spellcasting restrictions denoted as inherent to a class that the character is taking levels in.
In exchange for these disadvantages, a multiclassing bio-mage is never restricted to only a set number of spells per day. He may cast as many spells as he wishes, so long as he does not become fatigued or exhausted by spend too much LP too quickly (see Bio-Magic, below).
Special Note about Anti-Magic: A bio-mage exposed to anti-magic cannot cast spells or perform any action that requires the expenditure of LP while within the effect’s area of influence. However, he still loses 1LP per day, regardless of activity. Also, bio-mage generally feels a strong urge to leave an anti-magic field, & must make a Will save (DC15) or suffer a -2 morale penalty to attacks, checks & saves until he leaves the field.
Bio-Magic (Sp): Unlike most spellcasters, the magic wrought by bio-mages comes at a price. This is somewhat similar to psionicists, but with a key difference: the energies tapped by the bio-mage are finite, & once their spent, he dies. Bio-magical spells have a set LP cost, mostly determined by a spell’s caster level (see Spells, below).
A bio-mage casts arcane spells which are drawn primarily from the sorcerer/ wizard spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).
To learn or cast a spell, a bio-mage must have a Wisdom score equal to at least 10 + the spell’s level. The Difficulty Class for a saving throw against a bio-mage’s spell is 10 + the spell’s level + the bio-mage’s Wisdom modifier.
A bio-mage’s selection of spells is extremely limited. A bio-mage begins play knowing four (4) 0-level spells and two (2) 1-level spells of your choice. At each new bio-mage level, he gains one or more new spells, as indicated on Table 1-2: Spells Known. In addition, he receives bonus spells equal to his Wisdom modifier. These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the bio-mage has gained some understanding of by study. The bio-mage can’t use this method of spell acquisition to learn spells at a faster rate, however.
Upon reaching 4th level, and at every even-numbered bio-mage level after that (6th, 8th, and so on), a bio-mage can choose to learn a new spell in place of one he already knows. In effect, the bio-mage “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level bio-mage spell the bio-mage can cast. A bio-mage may swap only a single spell at any given class level, and must choose whether or not to swap the spell at the same time that he gains new spells known for that class level.
Unlike a wizard or a cleric, a bio-mage need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he can cast spells at the time. He does not have to decide ahead of time which spells he’ll cast. This spontaneous casting style is nearly identical to a sorcerer’s spellcasting ability.
Unlike other spellcasters, a bio-mage can cast as many spells per day as he wishes. However, the expenditure of Life Points that accompanies such casting can be wearying if done in excess. Once a bio-mage has spent an amount of LP equal to or greater than the average LP cost of his highest spell level × his Constitution bonus (minimum 1), he becomes fatigued, & must rest for 1 hour (refraining from spending more LP) to regain his stamina, afterward he returns to full vigor. If he does not rest (&/or spends more LP within that hour), then he becomes exhausted afterward, incapable of spending more LP, & must rest for 1 hour (refraining from spending more LP) to return to merely fatigued. Getting a good night’s rest (8 hours of sleep) will refresh a bio-mage, removing any fatigue or exhaustion.
For example, Gozam the bio-mage is at 3rd level. He has a Constitution of 16, so he has a Constitution modifier of +3. He can also cast spells with a spell level of 2 (average cost = 10LP). Therefore, once he has spent 30LP (3 × 10LP), he would become fatigued. If he rested for an hour, his fatigue would wear off. If, however, he cast another spell instead of resting, he would become exhausted, & have to rest for an hour just to return to fatigued.
Bio-mages never spend the experience point cost of a spell. They must, however, use all required verbal, material, & somatic components for a spell to work. Failed spells still consume the full LP cost for casting. Bio-mages who craft magical items do not need to spend the experience point cost normally required to create the object. Instead, they must spend LP equal to the standard XP cost for creating that item.
Sense of Life (Ex): A bio-mage instinctively knows the exact number of Life Points they have remaining within them. Due to the fact that all bio-mages understand that they lose at least 1LP per day regardless of activity, & that they know how much their spells cost, this ability gives them a good idea of how long they have to live.
Infusion (Su): At 2nd level, a bio-mage has learned to use the energy within himself to empower items with his magic. As a full-round action, a bio-mage can make a weapon or a piece of armor temporarily magical. The weapon or armor need not be of masterwork quality; any weapon or armor can be infused with bio-magic in this manner. The price of infusion is 10LP × (the bonus number of the special ability + 1) × the number of rounds the special ability lasts. For example, Gozam the bio-mage wishes to infuse a spear with the brilliant energy ability (a +4 bonus) for 5 rounds; therefore the cost would be 250LP: 10× (4+1) ×5.
Bio-Boost (Sp): At 3rd level, a bio-mage has learned to use the energy within himself to temporarily increase his abilities. As a swift action, a bio-mage can spend 50LP to give himself a +2 enhancement bonus to any one ability score, adding the usual benefits to the appropriate skill checks and other uses of that ability modifier. This effect lasts for one round per class level, & can only be done 3 times per day. This enhancement bonus cannot be used for a Knowledge check. At 6th level, the enhancement bonus increases to +4. At 7th level, he can grant someone else an enhancement bonus with a successful touch attack. At 11th level, he can grant any allies within 10’ (2 squares) of him an enhancement bonus. At 12th level, the enhancement bonus increases to +6. At 15th level, he can grant any allies within 20’ (4 squares) of him an enhancement bonus. At 18th level, the enhancement bonus increases to +8. Boosting always costs 50LP per use per person.
Bonus Feat: At 4th level, a bio-mage gets a bonus bio-magical feat in addition to the feats that any character gets & the bonus feat granted to a human character. The bio-mage gains an additional bonus feat at 10th level & at 16th level. These bonus feats must be drawn from the feats noted as bio-magical feats (see below). A bio-mage must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
These bonus feats are in addition to the feats that a character of any class gets from advancing levels. A bio-mage is not limited to the list of bio-magical feats when choosing these feats.
Bio-Healing (Sp): At 5th level, a bio-mage has learned to use the energy within himself to heal his wounds. As a standard action, a bio-mage can focus on healing himself, spending 10LP for each hit point that he wishes to heal. This healing can only be used on himself. At 9th level, he can use this ability to heal one other person, similar to a paladin’s lay on hands ability. At 13th level, he can use this to heal any allies within 10’ (2 squares) of him. At 17th level, he can use this to heal any allies within 20’ (4 squares) of him. Healing others still costs 10LP per hit point regained.
Bio-Blast (Sp): At 8th level, a bio-mage has learned to use the energy within himself to attack his enemies. As a standard action, a bio-mage can spend 50LP to unleash a fiery blast attack. This blast unerringly strikes its chosen target, ignoring armor & concealment (total cover still blocks this attack). Once it hits, the blast deals 1d6 points of damage per class level. This attack can be done once per day per class level.
Potent Magic: At 14th level, a bio-mage has learned to use the energy within himself to increase the effectiveness of his bio-magic. Once a day, a bio-mage can reduce the spell slot of a metamagic spell by 1. Therefore, a Silent Spell uses up a spell slot equal to the spell’s actual level, an Empowered Spell only uses up a spell slot 1 level higher than the spell’s actual level, & a Maximized Spell only uses up a spell slot 2 levels higher than the spell’s actual level. This also reduces the adjusted LP cost of the spell to that of an appropriate spell level. This ability can only be used if the bio-mage already has the metamagic feat & uses it normally.
Deathless Body (Ex): At 19th level, a bio-mage has learned to use the energy within himself to prevent death from advanced aging. You are no longer susceptible to death by reaching your maximum age; as long as you have some remaining LP within you, you may continue living as normal. This class feature does not prevent you from dying via any other means, including ability damage, ability drain, HP loss, massive damage, death spells, negative levels or total LP loss. Other age-related effects, such as decreased physical abilities & increased mental abilities, are unaffected.
Bio-Bomb (Sp): At 20th level, a bio-mage has learned to use the energy within him to detonate himself in a destructive & lethal explosion, warping the fabric of reality itself with its power. As a swift action, a bio-mage can spend his entire remaining LP to release a deadly blast, centered on his own body. This attack deals damage to all creatures & objects within the blast radius equal to his remaining LP divided by 50. Creatures caught within the explosion cannot save for reduced damage, & this damage ignores armor, natural armor, hardness, cover, & damage reduction of any kind. The size of this explosive effect is a 5’ radius × the caster’s class level, centered on the bio-mage. This attack is always fatal to the bio-mage, whose body is completely disintegrated, leaving absolutely no trace remaining (automatic -10HP or lower). Since the body is utterly destroyed & completely spent of LP, resurrection of any sort is impossible.Last edited by Zeta Kai; 2008-10-05 at 02:54 AM.
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Re: How to Eliminate Vancian Magic & Put a Real Price on Spells [New Core Class + 5 P
I have a different suggestion for LP, calculating age ability changes as well.
Every creature has 3,000,000 LP when born, the amount of LP lost per day depends on the type of creature.
Humans lose 12d12 LP/day
Dwarves lose 2d20 LP/day
Elves lose 1d20 LP/day
Gnomes lose 3d10 LP/day
Half elves lose 10d8 LP/day
Half orcs lose 2d100 LP/day
Halflings lose 9d8 LP/day
When a creature reaches the moment he's got less LP left than 1,800,000 he reaches middle age.
When a creature reaches the moment he's got less LP left than 1,200,000 he reaches old.
When a creature reaches the moment he's got less LP left than 500,000 he reaches venerable.
A bio mage, unlike other creatures, doesn't lose a random amount of LP/day, instead he loses an amount of LP equal to (400/constitution)/day.
I can't find the cost of spells so I can't recalculate them to this.٩๏̯͡๏)۶
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Re: How to Eliminate Vancian Magic & Put a Real Price on Spells [New Core Class + 5 P
i think the Reflex save on Bio-Bomb should be something like (DC 10 + 1/2 bio-mage level + Constitution modifier). maybe wisdom, but probably constitution.
i would be way too scared to take this class heh... definitely would never use any of my class's special abilities, saving all my LP for spells. unless there's some way to get LP back that you haven't said yet.
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Re: How to Eliminate Vancian Magic & Put a Real Price on Spells [New Core Class + 5 P
"unless there's some way to get LP back that you haven't said yet." perhaps i should have said "unless there's some other way". i can't reliably count on finding bio-mage enhanced items, especially since they expire within a couple rounds. and even if i was evil, i'd have to waste a lot of my time searching out other bio-mages to drain LP from. i'm not saying this mechanic is overall bad i'm just saying it's not my cup of tea.
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Re: How to Eliminate Vancian Magic & Put a Real Price on Spells [New Core Class + 5 P
Table 2-1: LP Costs by Spell Level
{table=head]Spell Level|LP Cost
0|1
1|3
2|10
3|30
4|60
5|120
6|240
7|360
8|480
9|720
Epic|1,000[/table]Last edited by Zeta Kai; 2008-10-05 at 02:58 AM. Reason: typo
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Re: How to Eliminate Vancian Magic & Put a Real Price on Spells [New Core Class + 5 P
Table 2-2: LP Cost Adjustments
{table=head]Spell Power|Cost Modifier
Lame|-20%
Weak|-10%
Average|+0%
Powerful|+10%
Broken|+20%[/table]Last edited by Zeta Kai; 2008-10-05 at 02:58 AM.
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Re: How to Eliminate Vancian Magic & Put a Real Price on Spells [New Core Class + 5 P
Spells
When a bio-mage casts spells, they must spend an amount of LP, as indicated on the following spell lists. Some spells are considered more or less powerful for their respective level, & therefore have a percentage cost adjustment. These adjustment percentages are detailed below. Arcane spells from non-core books are permitted, & are assumed to have an LP cost equal to the average cost for a spell of that level. If a DM wishes to adjust a spell’s LP cost, use Table 2-1: LP Costs by Spell Level & Table 2-2: LP Cost Adjustments as guidelines.
If a metamagic spell uses up a spell slot of a higher level than the spell’s actual level, then it increases the LP cost of the spell to that of an appropriate spell level. For example, if a bio-mage were to cast fireball (a 3rd level spell) the spell would cost 30LP. Then, if he were to cast a Maximized fireball (a +3 to the spell slot), then the spell would cost 240LP.
0th Level Spells (1LP)
SpoilerAcid Splash
Arcane Mark
Dancing Lights
Daze
Detect Magic
Detect Poison
Disrupt Undead
Flare
Ghost Sound
Light
Mage Hand
Mending
Message
Open/Close
Prestidigitation
Ray of Frost
Read Magic
Resistance
Touch of Fatigue
1st Level Spells (3LP)
SpoilerAlarm
Animate Rope
Burning Hands
Cause Fear
Charm Person
Chill Touch
Color Spray
Comprehend Languages +30% (4LP)
Detect Secret Doors
Detect Undead -30% (2LP)
Disguise Self +30% (4LP)
Endure Elements
Enlarge Person
Erase -30% (2LP)
Expeditious Retreat
Feather Fall -30% (2LP)
Grease
Hold Portal
Hypnotism
Identify M
Jump
Mage Armor
Magic Missile
Magic Weapon
Mount
Nystul’s Magic Aura
Obscuring Mist
Protection from Chaos
Protection from Evil
Protection from Good
Protection from Law
Ray of Enfeeblement
Reduce Person
Shield
Shocking Grasp
Silent Image
Sleep
Summon Monster I +30% (4LP)
Tenser’s Floating Disk
True Strike
Unseen Servant
Ventriloquism
2nd Level Spells (10LP)
SpoilerAlter Self +20% (12LP)
Arcane Lock M
Bear’s Endurance
Blindness/Deafness
Blur
Bull’s Strength
Cat’s Grace
Command Undead
Continual Flame M
Darkness
Darkvision
Daze Monster
Detect Thoughts
Eagle’s Splendor
False Life
Flaming Sphere
Fog Cloud
Fox’s Cunning
Ghoul Touch
Glitterdust
Gust of Wind
Hypnotic Pattern
Invisibility
Knock
Leomund’s Trap M
Levitate
Locate Object -10% (9LP)
Magic Mouth M -20% (8LP)
Melf’s Acid Arrow
Minor Image -10% (9LP)
Mirror Image
Misdirection
Obscure Object
Owl’s Wisdom
Protection from Arrows
Pyrotechnics
Resist Energy
Rope Trick +10% (11LP)
Scare
Scorching Ray
See Invisibility
Shatter
Spectral Hand
Spider Climb
Summon Monster II +10% (11LP)
Summon Swarm
Tasha’s Hideous Laughter
Touch of Idiocy
Web
Whispering Wind
3rd Level Spells (30LP)
SpoilerArcane Sight -10% (27LP)
Blink
Clairaudience/Clairvoyance
Daylight
Deep Slumber
Dispel Magic
Displacement
Explosive Runes +20% (36LP)
Fireball
Flame Arrow
Fly +10% (33LP)
Gaseous Form
Gentle Repose -20% (24LP)
Halt Undead
Haste
Heroism
Hold Person
Illusory Script M
Invisibility Sphere
Keen Edge
Leomund’s Tiny Hut
Lightning Bolt
Magic Circle against Chaos
Magic Circle against Evil
Magic Circle against Good
Magic Circle against Law
Magic Weapon, Greater
Major Image
Nondetection M
Phantom Steed
Protection from Energy
Rage
Ray of Exhaustion
Secret Page
Sepia Snake Sigil M
Shrink Item
Sleet Storm
Slow
Stinking Cloud
Suggestion
Summon Monster III +10% (33LP)
Tongues
Vampiric Touch
Water Breathing -10% (27LP)
Wind Wall
4th Level Spells (60LP)
SpoilerAnimate Dead M
Arcane Eye
Bestow Curse
Charm Monster
Confusion
Contagion
Crushing Despair
Detect Scrying -10% (54LP)
Dimension Door
Dimensional Anchor
Enervation -20% (48LP)
Enlarge Person, Mass
Evard’s Black Tentacles
Fear
Fire Shield
Fire Trap M
Geas, Lesser
Globe of Invulnerability, Lesser
Hallucinatory Terrain
Ice Storm
Illusory Wall
Invisibility, Greater
Leomund’s Secure Shelter
Locate Creature
Minor Creation
Otiluke’s Resilient Sphere
Phantasmal Killer
Polymorph +20% (72LP)
Rainbow Pattern
Rary’s Mnemonic Enhancer F
Reduce Person, Mass
Remove Curse
Scrying F -10% (54LP)
Shadow Conjuration
Shout
Solid Fog
Stone Shape
Stoneskin M +10% (66LP)
Summon Monster IV +10% (66LP)
Wall of Fire
Wall of Ice
5th Level Spells (120LP)
SpoilerAnimal Growth
Baleful Polymorph +20% (144LP)
Bigby’s Interposing Hand
Blight
Break Enchantment
Cloudkill
Cone of Cold
Contact Other Plane
Dismissal
Dominate Person
Dream
Fabricate
False Vision M
Feeblemind
Hold Monster
Leomund’s Private Sanctum
Leomund’s Secret Chest F
Mordenkainen’s Faithful Hound
Magic Jar F
Major Creation -10% (108LP)
Mind Fog
Mirage Arcana
Nightmare
Overland Flight
Passwall
Permanency X -10% (108LP)
Persistent Image
Planar Binding, Lesser
Prying Eyes
Rary’s Telepathic Bond -20% (96LP)
Seeming
Sending
Shadow Invocation
Summon Monster V +10% (132LP)
Symbol of Pain M
Symbol of Sleep M
Telekenesis
Teleport +10% (132LP)
Transmute Mud to Rock
Transmute Rock to Mud
Wall of Force
Wall of Stone
Waves of Fatigue
6th Level Spells (240LP)
SpoilerAcid Fog
Analyze Dweomer F
Antimagic Field +20% (288LP)
Bear’s Endurance, Mass
Bigby’s Forceful Hand
Bull’s Strength, Mass
Cat’s Grace, Mass
Chain Lightning
Circle of Death M
Contingency F -20% (192LP)
Control Water
Create Undead M
Disintegrate
Dispel Magic, Greater
Eagle’s Splendor, Mass
Eyebite
Flesh to Stone
Fox’s Cunning, Mass
Geas/Quest
Globe of Invulnerability
Guards & Wards
Heroism, Greater
Legend Lore MF -10% (216LP)
Mordenkainen’s Lucubration
Mislead
Move Earth
Otiluke’s Freezing Sphere
Owl’s Wisdom, Mass
Permanent Image
Planar Binding
Programmed Image M
Repulsion
Shadow Walk
Stone to Flesh
Suggestion, Mass
Summon Monster VI +10% (264LP)
Symbol of Fear M
Symbol of Persuasion M
Tenser’s Transformation M
True Seeing M
Undeath to Death M
Veil
Wall of Iron M
7th Level Spells (360LP)
SpoilerArcane Sight, Greater
Banishment
Bigby’s Grasping Hand
Control Undead
Control Weather
Delayed Blast Fireball -10% (324LP)
Ethereal Jaunt
Finger of Death
Forcecage M
Hold Person, Mass
Insanity
Instant Summons M
Invisibility, Mass
Limited Wish X
Mordenkainen’s Magnificent Mansion F
Mordenkainen’s Sword F
Phase Door +20% (432LP)
Plane Shift F
Power Word Blind
Prismatic Spray
Project Image -20% (288LP)
Reverse Gravity
Scrying, Greater
Sequester
Shadow Conjuration, Greater
Simulacrum MX
Spell Turning
Statue
Summon Monster VII +10% (396LP)
Symbol of Stunning F
Symbol of Weakness
Teleport, Greater
Teleport Object
Vision MX
Waves of Exhaustion
8th Level Spells (480LP)
SpoilerAntipathy
Bigby’s Clenched Fist
Binding M
Charm Monster, Mass
Clone MF
Create Greater Undead M
Demand
Dimensional Lock
Discern Location -10% (432LP)
Horrid Wilting
Incendiary Cloud
Iron Body
Irresistible Dance
Maze
Mind Blank -10% (432LP)
Moment of Prescience -20% (384LP)
Otiluke’s Telekinetic Sphere
Planar Binding, Greater
Polar Ray
Polymorph Any Object +20% (576LP)
Power Word Stun
Prismatic Wall
Protection from Spells MF
Prying Eyes, Greater
Scintillating Pattern
Screen
Shadow Evocation, Greater
Shout, Greater +10% (528LP)
Summon Monster VIII +10% (528LP)
Sunburst
Symbol of Death M
Symbol of Insanity M
Sympathy F
Temporal Stasis M
Trap the Soul MF
9th Level Spells (720LP)
SpoilerAstral Projection M
Bigby’s Crushing Hand -20% (576LP)
Dominate Monster
Energy Drain
Etherealness -10% (648LP)
Foresight -10% (648LP)
Freedom
Gate X
Genesis MX
Hold Monster, Mass
Imprisonment
Meteor Swarm -20% (576LP)
Mordenkainen’s Disjunction +10% (792LP)
Power Word Kill
Prismatic Sphere
Refuge M
Shapechange F +20% (864LP)
Shield
Soul Bind F
Summon Monster IX +10% (792LP)
Teleportation Circle M
Time Stop
Wail of the Banshee
Weird
Wish X +20% (864LP)
Epic Level Spells (1,000LP minimum)
SpoilerAnimus Blast
Animus Blizzard +10% (1,100LP)
Contingent Resurrection
Create Living Vault (ritual)
Crown of Vermin
Damnation +20% (1,200LP)
Demise Unseen +10% (1,100LP)
Dire Winter +30% (1,300LP)
Dragon Knight (ritual)
Dragon Strike (ritual) +20% (1,200LP)
Dreamscape
Eclipse
Eidolon +20% (1,200LP)
Enslave (ritual) +10% (1,100LP)
Epic Counterspell
Epic Mage Armor
Epic Repulsion
Epic Spell Reflection
Eternal Freedom +30% (1,300LP)
Greater Spell Resistance
Greater Ruin +20% (1,200LP)
Hellball
Kinetic Control
Let Go Of Me
Living Lightning +10% (1,100LP)
Lord of Nightmares
Mass Frog +10% (1,100LP)
Momento Mori +20% (1,200LP)
Mummy Dust
Nailed To the Sky +10% (1,100LP)
Origin of Species: Achaierai
Peripety
Pestilence +20% (1,200LP)
Rain of Fire +50% (1,500LP)
Raise Island +30% (1,300LP)
Ruin
Safe Time
Soul Dominion
Soul Scry
Spell Worm
Summon Behemoth
Superb Dispelling
Time Duplicate +10% (1,100LP)
Vengeful Gaze of God +50% (1,500LP)
Verdigris
Verdigris Tsunami +20% (1,200LP)Last edited by Zeta Kai; 2008-10-05 at 10:10 AM.
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2007-04-29, 04:38 PM (ISO 8601)
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Re: How to Eliminate Vancian Magic & Put a Real Price on Spells [New Core Class + 5 P
Mechanics:
Umm... so a Bio-mage with a Constitution of 11 or less becomes fatigued immediately and constantly? (highest level spell * con modifier = 0 or less)? Oh, and you might want to put something in there on the rate of burn required to trip the fatigue meter - as it stands, he basically must rest for an hour after each spending of the threshold amount, regardless of whether it was in the space of six rounds or six centuries.
Balance:
We have a bio-mage, very cautious. He spends the equivalent of one spell of his highest level per encounter, 13 encounters per level. With a starting Con of 16 (80,000 LPs), he dies in his 20th level.
We have another Bio-mage, this one less cautious. He spends the equivalent of one spell of each of his three highest level spells per encounter 13 encounters per level. With a Con of 16 to start (80,000 LPs), this bio-mage dies in his 16th level.
We have a third bio-mage, even more reckless. He spends, on average, three spells of his highest level spells per encounter, again 13 encounters per level. With a starting Con of 16 (80,000 LPs), he dies in his 14th level.
In any case, the bio-mage is now dead and gone. Very dead, very gone. What happens? The player makes up a new character, of course. You can't really put a 1st level character in a 14th, 16th, or 20th level campaign; that many levels behind, and the character is basically not going to be able to do anything at all, which is no fun for anyone. Depending on the DM, the new character will usually come in 0-3 levels below the average party level.
What's his starting LP pool at levels other than 1st? This is going to be a very important question. It's also potentially going to break the game. At three of your highest level spells per encounter, you're usually going to dominate the encounters. Sure, he may need to rest for an hour after each, but he can then get up and go. Once he drops dead, the player just makes up a new, comperable character and starts from scratch, running him into the ground too. At two full levels behind, this guy can match the Sorcerer fairly readily - same spell access, no real limit on spells per day, and more spells known. Meanwhile, the player basically dominates the game.
I'm afraid the class is broken.
Edit:
That was all for PC's. For opposing NPCs, it's worse. Their effective starting LP is completely arbitrary; they usually aren't going to be going through 4 encounters per day, and so can simply go Zap, Zap, Zap throughout the encounter; burning themselves recklessly, sure, but once you get an NPC in a fight, they don't usually get another scene. The NPC is unlikely to conserve, and will thus seem more powerful than the NPC ought to be.Last edited by Jack_Simth; 2007-04-29 at 06:19 PM. Reason: Editing for my restructure, and NPC analysis.
Of course, by the time I finish this post, it will already be obsolete. C'est la vie.
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Re: How to Eliminate Vancian Magic & Put a Real Price on Spells [New Core Class + 5 P
You are correct; I did not write anything specific concerning the time frame in which one can cast spells before becoming fatigued. For some reason, I had assumed it was evident that this was a per-day mechanic (based on the the reasoning that after a good night's sleep, the bio-mage would be well rested & ready for action). I will make this more clear.
I was waiting for someone to label this project "broken." I would agree with you, normally. At first glance, it may not appear well balanced, & that is always up to each DM. But I must ask you to wait & see the entire project before writing off the whole class as ill-conceived. I have a chart for Average LP Remaining Per Level which will address higher-level character creation. I thought of the same issue being a problem. The chart will be in the Epic Bio-Mages section, still to come (see the Table of Contents, above).Last edited by Zeta Kai; 2008-10-05 at 10:11 AM. Reason: removal of notice
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2007-04-29, 08:17 PM (ISO 8601)
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Re: How to Eliminate Vancian Magic & Put a Real Price on Spells [New Core Class + 5 P
And here I thought it was obvious you meant "in the previous hour" as that was the rest required to remove the fatigue.
Hmm... the rewrite still leaves a point fairly unclear - you regain your stamina after an hour of rest, but you intend for it to be a per-day mechanic; what is supposed to happen when, after his hour of rest, the previously fatigued Bio-mage casts again?
The thing is, though, that provided the newly-created Bio-mage has enough remaining LP to go through more than a couple of levels at two high level spells per encounter, the same problem (high burn rantes) apply - sure, the newly-created Bio mage has a particular amount of remaining LP based on starting con and level (starting Con can be as high as 20 (100,000 LP's) for PHB races - Dwarf or Gnome with a base 18 con - and this class REQUIRES a very good starting constitution score, so people are liable to do this on a point buy, especially at higher levels where they can use magic items to up their other abilities).
Hmm... you spend LP instead of XP when making things.
Hmm... a scroll of a 9th level spell costs 153 xp to forge, so 153 LP's. To cast directly, it costs 720. That might pose an issue (especially when the bio-mage can make scrolls at a caster level below the norm - the bio-mage gets a 9th level spell at caster level 16 - which saves 9 LP). Costs some cash, though.
Of course, by the time I finish this post, it will already be obsolete. C'est la vie.
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Re: How to Eliminate Vancian Magic & Put a Real Price on Spells [New Core Class + 5 P
Bio-Magical Feats
Balanced Spirit [Special]
You are a particularly neutral & balanced being.
Prerequisite: Bio-mage only, N alignment
Benefit: You can cast spells with the Lawful descriptor, from the Law domain (such as protection from chaos or dictum), the Chaotic descriptor, or from the Chaos domain (such as magic circle against law or shatter) for 50% of the LP cost, rounded up. Also, spells cast against you with the Lawful or Chaotic descriptor or from the Law domain (such as protection from chaos, dictum, magic circle against law or shatter) only function if you fail a Will save (DC20 + the level of the spell).
Bio-Drain [Special]
You can drain LP from other bio-mages, adding their vitality to your own.
Prerequisite: Bio-mage only, non-good alignment
Benefit: On a successful touch attack, you can drain LP from another bio-mage equal to your Constitution modifier × 10, adding that amount to your total LP pool. Doing so affects you opponent as if they had spent an equal amount of LP (possibly becoming fatigued or exhausted as a result). Your opponent is allowed a Fortitude save (DC10 + you class level) to negate this LP drain. You can only drain LP from a particular opponent once a day per your opponent’s bio-mage level. You cannot contain more LP than you started with at 1st level (your starting Constitution score × 5,000).
Chaotic Spirit [Special]
You are a particularly chaotic & random being.
Prerequisite: Bio-mage only, CN alignment
Benefit: You can cast spells with the Chaotic descriptor or from the Chaos domain (such as magic circle against law or shatter) for 50% of the LP cost, rounded up. Also, spells cast against you with the Lawful descriptor or from the Law domain (such as protection from chaos or dictum) only function if you fail a Will save (DC15 + the level of the spell).
Greater Bio-Drain [Special]
You can drain LP from other bio-mages, adding their vitality to your own.
Prerequisite: Bio-mage only, Bio-Drain, non-good alignment
Benefit: On a successful touch attack, you can drain LP from another bio-mage equal to your Constitution modifier × 20, adding that amount to your total LP pool. Doing so affects you opponent as if they had spent an equal amount of LP (possibly becoming fatigued or exhausted as a result). Your opponent is allowed a Fortitude save (DC10 + you class level) to negate this LP drain. You can only drain LP from a particular opponent once a day per your opponent’s bio-mage level. You cannot contain more LP than you started with at 1st level (your starting Constitution score × 5,000).
Greater Resilience [Special]
You are particularly hardy, & can stave off fatigue from spending LP.
Prerequisite: Bio-mage only, Resilient Soul, Constitution 15+
Benefit: Once you have spent enough LP to become exhausted, you may attempt a Fortitude save (DC15, +1 for each previous use of this feat that day) to negate that exhaustion, remaining merely fatigued. If you do not rest for 1 hour, &/or spend more LP within that time, you must make another Fortitude save or become exhausted.
Special: This feat has no effect on fatigue.
Greater Vigor [Special] [Epic]
You can sometimes use your bio-magic without spending your vitality.
Prerequisite: Bio-mage only, Constitution 15+, Vigorous Life, Vigorous Soul, Improved Vigor
Benefit: You may attempt a Fortitude save (DC15 + spell level) to avoid spending the LP cost of one spell or class feature. This can be done a number of times per day equal to your Constitution bonus. This feat replaces the benefits from other Vigor feats. This feat cannot be used to avoid spending the LP required for a Bio-Bomb, nor can it be used to avoid spending the LP required for creation of a magical item, either via Infusion or by any other means.
Improved Slow Burn [Special] [Epic]
You know how to impede the flow of LP within you, slowing the loss of vigor.
Prerequisite: Bio-mage only, Bio-Bomb ability, Slow Burn, Slower Burn, Intelligence 15+
Benefit: LP costs for spells & spell-like abilities are decreased by 20%. The final LP cost is rounded up, & cannot be less than 1LP.
Special: This decrease does not stack with other percentage decreases to LP costs.
Improved Vigor [Special]
You can sometimes use your bio-magic without spending your vitality.
Prerequisite: Bio-mage only, Constitution 15+, Vigorous Life, Vigorous Soul
Benefit: Three times per day, you may attempt a Fortitude save (DC15 + spell level) to avoid spending the LP cost of one spell or class feature. This feat cannot be used to avoid spending the LP required for a Bio-Bomb, nor can it be used to avoid spending the LP required for creation of a magical item, either via Infusion or by any other means.
Orderly Spirit [Special]
You are a particularly lawful & organized being.
Prerequisite: Bio-mage only, LN alignment
Benefit: You can cast spells with the Lawful descriptor or from the Law domain (such as protection from chaos or dictum) for 50% of the LP cost, rounded up. Also, spells cast against you with the Chaotic descriptor or from the Chaos domain (such as magic circle against law or shatter) only function if you fail a Will save (DC15 + the level of the spell).
Regeneration [Special] [Epic]
You regain some of the LP that you have lost.
Prerequisite: Bio-mage only, Bio-Bomb ability
Benefit: After resting for a full day, you can regain your class level × your Constitution modifier. This can be done as often as you wish, but it must be a full day’s rest. You may engage in light, non-strenuous travel or activity, but any combat or spellcasting prevents you from regaining LP that day. If you undergo complete bed rest (doing nothing for an entire day), you recover LP equal to (1.5 × your class level × your Constitution bonus, minimum 1). You cannot gain more LP than you started with at 1st level (your starting Constitution score × 5,000).
Resilient Soul [Special]
You are particularly hardy, & can stave off fatigue from spending LP.
Prerequisite: Bio-mage only, Constitution 15+
Benefit: Once you have spent enough LP to become fatigued, you may attempt a Fortitude save (DC15, +1 for each previous use of this feat that day) to negate that fatigue. If you do not rest for 1 hour, &/or spend more LP within that time, you must make another Fortitude save or become fatigued.
Special: This feat has no effect on exhaustion.
Slow Burn [Special]
You know how to impede the flow of LP within you, slowing the loss of vigor.
Prerequisite: Bio-mage only, Intelligence 15+
Benefit: LP costs for spells & spell-like abilities are decreased by 5%. The final LP cost is rounded up, & cannot be less than 1LP.
Special: This decrease does not stack with other percentage decreases to LP costs.
Slower Burn [Special]
You know how to impede the flow of LP within you, slowing the loss of vigor.
Prerequisite: Bio-mage only, Slow Burn, Intelligence 15+
Benefit: LP costs for spells & spell-like abilities are decreased by 10%. The final LP cost is rounded up, & cannot be less than 1LP.
Special: This decrease does not stack with other percentage decreases to LP costs.
Soul of Balance [Special]
You are a very neutral & balanced being.
Prerequisite: Bio-mage only, True Neutral alignment
Benefit: Three times a day, as an immediate action, you can spend 50LP to reduce damage done by lawfully-aligned or chaotically-aligned outsiders by 50% (rounded up) for 1 round.
Soul of Chaos [Special]
You are a very chaotic & random being.
Prerequisite: Bio-mage only, CN alignment, Chaotic Spirit
Benefit: Three times a day, as an immediate action, you can spend 50LP to reduce damage done by lawfully-aligned outsiders by 50% (rounded up) for 1 round.
Soul of Order [Special]
You are a very lawful & organized being.
Prerequisite: Bio-mage only, LN alignment, Orderly Spirit
Benefit: Three times a day, as an immediate action, you can spend 50LP to reduce damage done by chaotically-aligned outsiders by 50% (rounded up) for 1 round.
Vigorous Life [Special]
You can sometimes use your bio-magic without spending your vitality.
Prerequisite: Bio-mage only, Constitution 15+
Benefit: Once per day, you may attempt a Fortitude save (DC15 + spell level) to avoid spending the LP cost of one spell or class feature. This feat cannot be used to avoid spending the LP required for a Bio-Bomb, nor can it be used to avoid spending the LP required for creation of a magical item, either via Infusion or by any other means.
Vigorous Soul [Special]
You can sometimes use your bio-magic without spending your vitality.
Prerequisite: Bio-mage only, Constitution 15+, Vigorous Life
Benefit: Twice per day, you may attempt a Fortitude save (DC15 + spell level) to avoid spending the LP cost of one spell or class feature. This feat cannot be used to avoid spending the LP required for a Bio-Bomb, nor can it be used to avoid spending the LP required for creation of a magical item, either via Infusion or by any other means.Last edited by Zeta Kai; 2008-10-05 at 10:19 AM. Reason: limited Bio-Drain per day