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    Default How to Eliminate Vancian Magic & Put a Real Price on Spells [New Core Class + 5 PrCs]

    Bio-Mage
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    The 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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    Last edited by Zeta Kai; 2008-10-05 at 10:12 PM. Reason: added link

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    Default 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!
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    Default 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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    Default 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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    Default 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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    Default 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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    Default 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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    Default 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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    Default 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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    Default 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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    Default 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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    Default 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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    Default 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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    Default 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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    Default 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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    Default 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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    Default 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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    Default 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.

  20. - Top - End - #20
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    Default 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.
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    Default 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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    Default Re: How to Eliminate Vancian Magic & Put a Real Price on Spells [New Core Class + 5 P

    Quote Originally Posted by flyingpoo22 View Post
    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.
    HE did describe a way to get back LP... maybe they should lose LP instead of alevel on revival...

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    Default 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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    Default 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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    Default 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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    Default 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)
    Spoiler
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    Acid 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)
    Spoiler
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    Alarm
    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)
    Spoiler
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    Alter 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)
    Spoiler
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    Arcane 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)
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    Animate 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)
    Spoiler
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    Animal 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)
    Spoiler
    Show
    Acid 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)
    Spoiler
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    Arcane 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)
    Spoiler
    Show
    Antipathy
    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)
    Spoiler
    Show
    Astral 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)
    Spoiler
    Show
    Animus 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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    Default 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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    Default Re: How to Eliminate Vancian Magic & Put a Real Price on Spells [New Core Class + 5 P

    Quote Originally Posted by Jack_Simth View Post
    Mechanics
    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.

    Quote Originally Posted by Jack_Simth View Post
    Balance
    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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    Default Re: How to Eliminate Vancian Magic & Put a Real Price on Spells [New Core Class + 5 P

    Quote Originally Posted by Zeta Kai View Post
    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.
    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?
    Quote Originally Posted by Zeta Kai View Post
    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).
    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.
    Quote Originally Posted by Zeta Kai View Post

    TOMORROW: Bio-Magical Feats!
    Of course, by the time I finish this post, it will already be obsolete. C'est la vie.

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    Default 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

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