Author Topic: 3 sketches of alternate magic systems  (Read 983 times)

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DavidWL

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3 sketches of alternate magic systems
« on: July 16, 2011, 11:52:26 PM »
Each costs 1 feat to enter (to balance the increase in flexibility)

Embody Magic
   - give up spell slot & spell known (or subschool if wizard)
      - specialist wizard can only give up generic slots, not specialist slots, for this
   - get level equivalent "always on" or "at will" effect
   - slight power boost (typically in terms of duration or inherent-ness) in exchange for less flexibility
   Examples:
      - Freedom of Movement, with decent CL and extend spell ~ 3 - 6 hours as a 4th level spell
         -> constant ability at the cost of 1 5th level spell known and spell slot
      - Scupled Fireball ~ 1D6 damage to many people all at the same time
         -> give up 4th level spell to deal 1D6 damage/lvl (up to 10D6)
         -> to 1 person as a standard action   
      - Heroics as 2nd level 3rd level constant ability
         - roughly of the power of a fighter feat, can't be synergistic with spellcasting
   Note:  This would let you create a tier 2 version of a warlock

Spontaneous Magic
   - may spontaneously cast any spell within a very narrow descriptor.  May also use any metamagic effect.
   - examples:
      - divination spells to answer questions (augury, divination, contact other plane, hypercognition)
      - divination spells that "detect" things (detect alignment, detect magic, ...)
      - ranged spells that primarily cause fire damage (no secondary effects)
      - spells that dispel (dispel magic, greater dispel magic, chain dispel magic, etc.)
   - note this is very general
      - you can even have effects that are level appropriate for which there do not exist spells
   - wizards gain spontaneity (sort of), sorcerers gain range (sort of)
   - costs a standard action to use (or the casting time of the spell normally, whatever is greater)
   - costs exp as normal.  Substitute 1 exp per 12.5gp.  1 time ritual giving up gp if a focus is required.
   - New Reserve Feat - eternal wellspring -
      - may give up an nth level spell slot
      - for nth/2 level spells at will of the type that you can use spontaneous magic with
      - may do this once for each type of spontaneous magic

Ritual Magic
   Costs
   - extra time (1 min to 1 year)
   - gold (1 gp/spell level*min caster level - 500 gp/spell level*min caster level*people)
   - guidelines:  
      - cost to have someone cast a spell,
      - cost of a scroll,
      - cost of a spell trap,
      - cost of eternal wand
   - exp (1/12.5 gp cost)
   - rare ingredients (can or must adventure to find them and reduce gold/exp cost)
   Benefits
   - longer duration  (hours, days, weeks, seasons, years, generations, ages, permanent)
   - larger scope (party, large party, small town, city, large city, small country, large country, world)
   - at highest levels, may "break" rules (9th, 10th etc. level rituals)
   How it Works
   - takes a normal spell level
   - learn these the normal way a wizard learns spells (regardless of class), can know any number.
   - If interrupted, Concentration check not to waste gp & materials
   - scale determines cost (time / scope)
   - spell power + scale determines level (every 3 scales = 1 level).
   Example
   - make 1 party invisible for 1 day
      - 10 minutes to cast -> 1 day
      - 1 party = + 1 scope
      - 1 day = +2 duration
      - 3rd level ritual, takes 10 minutes
      - 750 gp (5 people * cost to have someone cast 3rd level spell = 30 * 5)
      - 60 exp
   - not cheap for a 5th level party, but viable if necessary

Perhaps I'll flesh out more, but hopefully you get the idea.

Thoughts?
Some Cool Quotes:  [spoiler]
Quote from: unknown
Non-PC activities like out of combat healing should be left to wands and NPCs. It's not fun to play a walking wand of CLW. Likewise, being a combat wall is not a viable PC role. A Wall of Force could do that.

-Sort of, but you left out the important note that a Wall of Force does it better.

Quote from: Runestar / skydragonknight
The most powerful character is the one that you actually get to play.

Quote from: Operation Shoestring
I often have to remind people not to underrate divination.  The ability to effectively metagame without actually metagaming beats the ability to set things on fire more times than not.
[/spoiler]
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