Author Topic: Outlining a new magic system: Take 2  (Read 4550 times)

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bkdubs123

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Outlining a new magic system: Take 2
« on: February 25, 2009, 08:59:08 AM »
MAGIC AND SPELLCASTING

The idea is to produce something on a similar power level to Tome of Battle classes all the while utilizing (mostly) the familiar WotC spells found throughout 3.5 publications. Some minor edits to spell effects are necessary, as is paring down of spell lists, but as I have worked with the idea it has become possible to balance spells against maneuvers as long as one keeps an eye on what kinds of effects are appropriate to specific levels of the game, and what kinds of effects are not (as well as what kinds of effects are simply never appropriate to the game). What follows is a basic outline of the system, the base classes which use the system, and some feats.

General Rules
[spoiler]All spells share the following characterstics:

- You can only learn a single spell once. If you know a spell, you know it.
- To learn a spell you must have a character level equal to at least twice the spell's level -1.
- A spell can be dismissed by its caster at any time, with a swift action, if it has a duration longer than Instantaneous.
- All spells require component costs of some sort, be they Verbal, Somatic, Material, etc.
- Using a spell that requires an action greater than a Move Action provokes attacks of opportunity (or Opportunity Actions).
- All spells can be disrupted without a successful Concentration check (see Concentration below).
- All spells are subject to Spell Resistance or Spell Immunity (see Resistance to Magic below).
- Spells can be counterspelled (see Countermagic below), interrupted by specific magical counteractions, in the form of other spells, or other special actions.

All Greater Spells share the following characteristics:

- Greater Spells which target multiple creatures, instead target all allies or foes, as determined by the spell, you have line of sight to.
- Greater Spells with durations longer than Instantaneous last for 5 minutes, or until the end of any encounter they are used in.
- Without the benefit of the Extra Spell feature, only a single Greater Spell can be cast by a single creature each encounter.
- All Greater Spells have a casting time of 1 Full Round Action.

All Lesser Spells share the following characteristics:

- Lesser Spells which effect more than a single creature effect 1 creature +1/four caster levels.
- Lesser Spells with durations longer than Instantaneous last for 4 rounds.
- Lesser Spells can be cast at-will, however only the Spellmaster has no restriction on top of this rule.
- Lesser Spells have no uniform casting time.

READYING SPELLS
Before a spellcaster is able to cast spells that he knows he must first ready his body and mind for the magical energies he will later unleash. Each spellcaster has his own progression of spells he may ready, both Greater and Lesser, as determined by his class level, but all spellcasters ready their spells in the same way. Greater Spells can only be readied after at least 4 hours of uninterrupted rest (or 2 hours of uninterrupted meditation for creatures with no need for sleep). During this time the spellcaster selects a number of Greater Spells, determined by his class level, that he has available to him through his chosen domains, and up to the highest level of spell he can cast, and readies them for casting. This readying process takes 15 additional minutes of meditation. Spellcasters can ready new Greater Spells during the day, but must get 4 hours of rest (or 2 hours of meditation) before being capable of changing their Greater Spells readied for new ones. Lesser Spells represent magic that a spellcaster is much more familiar with. A spellcaster can ready new Lesser Spells after just 5 minutes of uninterrupted meditation, and can spend 5 minutes at any time during the day to change his readied Lesser Spells.

CASTING SPELLS
Actually casting a magic spell is a fairly straightforward process. You can cast any spell you have readied at any time, provided that you are capable of producing all of the spell's components (material, verbal, somatic), that you are capable of spending the required action, and that the necessary targets are present. You simply choose a readied spell, declare that you are casting, and the rest follows. Of course, a single spellcaster is only capable of casting a single Greater Spell each encounter, without the Extra Spell feature, but such is the restriction on their power.

CONCENTRATION
Assault - If a caster is attacked or forced to make a saving throw while it is casting, it must make a Concentration check DC 10+the CR of the creature attacking or effecting the caster+the level of the spell you're trying to cast. If the caster is hit by the attack or fails his saving throw the DC increases by 5 if the creature's CR is 10 or fewer, or by 10 if the creature's CR is 11 or greater. If the caster's Concentration check fails he fails to cast the spell.

Grappling - A caster can only cast spells with components other than Verbal on turns he has succeeded on his grapple check. Even still, if the caster Holds On to another creature, or if he is being Held On to, or if he is Wrestling or being Wrestled, he must make a concentration check against DC 10+the other creature's CR+the level of the spell he's trying to cast. A pinned caster cannot cast spells that have components other than Verbal, and must succeed on the above check even to cast such spells. A caster that Lifts Up another creature cannot cast spells that have components other than Verbal, while a caster that is Lifted Up by another creature can cast any spell, but must make a concentration check against the above DC in order to cast any spells each turn he is being Lifted Up.

Distracting Motion - There are three categories of this motion: Vigorous Motion, Jarring Motion, and Extreme Jarring. A caster moving faster than his fastest speed, or being lightly jostled around such as riding on a horse or in a bouncy wagon or in a ship in choppy waters, experiences Vigorous Motion and must make a Concentration check of DC 10+spell level to successfully cast. A caster moving more than twice his fastest speed, or being jarringly jostled around such as a very rough ride in a wagon, riding on deck in the midst of stormy seas, or being buffeted by strong winds experiences Jarring Motion and must make a Concentration check of DC 15+twice the spell's level to successfully cast. A caster moving more than three times faster than his fastest speed, or being violently jostled around such as in the midst of a hurricane or whirlpool, or other being pelted by large hail, experiences Extreme Jarring and must make a Concentration check of DC 25+twice the spell's level to successfully cast.

Casting Defensively - Spellcasters normally grant opportunity actions to creatures threatening them whenever they cast a spell with an action time greater than Move. To avoid this spellcasters can "cast defensively" by increasing the action cost of their spells by one step (from standard to 1 full round action). Greater Spells, with casting times of 1 full round action, cannot be cast defensively under normal circumstances. Casting defensively represents the spellcaster taking great care to protect themselves while they pull off their magical powers.

RESISTANCE TO MAGIC
All creatures have an innate resistance to magic equal to 10+1/2their HD +their Charisma modifier, however, it takes a move action to bring this resistance into effect (to be improved by a feat) for 1 round. Some creatures have the Spell Resistance quality, which causes their innate resistance to be in effect all day, every day. These creatures can repress their Spell Resistance for 1 round by spending a immediate action.

In order to cast a spell on a creature with Spell Resistance you must make a spellcasting check (1d20+1/2your caster level+the ability modifier that determines the saving throw of the spell). If your check beats the creature's resistance your spell effects them normally. If you fail, your action is wasted.

Some creatures are immune to magic entirely, either immune to specific spells, to spells from specific schools or domains, or to all magic. These creatures are treated as though they had unbeatable Spell Resistance, however these creatures also cannot repress their immunity at all.

COUNTERMAGIC
The simplest, most effective way to counter a spell as it is being cast is to cast the exact same spell at the exact same time as the original caster. Only other spellcasters or very skilled wand wielders can attempt this. This can be quite difficult to do, however. First, you must identify the spell as it is being cast, with a Spellcraft check. Then you must know the spell that your opponent is casting. Finally, you must be able to cast your spell during your opponent's turn! Luckily, you may ready an action to counterspell an opposing caster, as outlined on page 170 in the PHB. Voila, you've countered a spell!

However, there are other, more advanced ways to counter spells. These ways can often be either difficult to master, or unreliable, and sometimes both. Dispel Magic and it's brethren can counter spells, but they always involve opposed spellcasting checks (see above). There are even ways that non-spellcasters, without the use of wands, can counterspell their spellcasting foes.

The Improved Counterspell feat allows spellcasters to cast higher level spells from the same Domain in order to counter spells, and even allows the counterspeller the chance to revoke their readied action as an immediate action and cast a spell.

The Spellbane feat allows non-spellcasters the chance to counter spells, but requires heavy ranks in Knowledges and in Spellcraft. They gain the ability to ready an action to Counterspell, and in successfully identifying a spell can counter a spell as long as they can provide the components of the spell.[/spoiler]

Spellcasting Classes

The Spellmaster (Cleric/Druid/Wizard)
[spoiler]HD: d6

Saves: Good Will, Poor Others

LV  Base Attack     Class Features               Lessers Known  Lessers Ready  Greaters Ready
1.   +0             Domains (3), Spellgrace +1         7              4              2
2.   +1             Bonus Domain                       7              4              2
3.   +1             Magicsense                         8              5              2
4.   +2             Spellgrace +2                      8              5              2
5.   +2             Bonus Domain                       9              6              3
6.   +3                                                10             6              3
7.   +3             Extra Spell (1, 1st)               11             6              3
8.   +4             Spellgrace +3                      12             7              3
9.   +4                                                13             7              3
10.  +5             Bonus Domain                       14             8              4
11.  +5                                                15             8              4
12.  +6/+1          Spellgrace +4                      16             8              4
13.  +6/+1          Extra spell (2, 2nd)               17             9              4
14.  +7/+2                                             18             9              4
15.  +7/+2          Bonus Domain                       19             10             5
16.  +8/+3          Spellgrace +5                      20             10             5
17.  +8/+3          Spellgrace Aura                    21             10             5
18.  +9/+4                                             22             11             5
19.  +9/+4          Extra spell (3, 3rd)               23             11             5
20.  +10/+5         Bonus Domain, Doublecast           24             12             6


Class Skills (4+Int modifier): Appraise, Concentration, Craft, Decipher Script, Diplomacy, Disguise, Heal, Intimidate, Knowledge (all), Listen, Profession, Spellcraft, Spot, Use Magic Device

Proficiencies: All simple weapons, light armor, no shields.

Spellcasting (Ex): Spellmasters cast spells (greater and lesser) drawn from the lists of their chosen domains. They can only cast a single Greater Spell per encounter at first level but gain the ability to cast additional Greater Spells as they gain levels (an encounter is defined as any combat situation. Greater Spells can be used outside of combat, but cannot be used again for 5 minutes). At 7th level a Spellmaster can cast one extra 1st level Greater Spell each encounter. At 13th level a Spellmaster can cast two extra Greater Spells each encounter of up to 2nd level. At 19th level a Spellmaster can cast up to three extra Greater Spells each encounter of up to 3rd level. These spells last no longer than 5 minutes, but end at the end of any encounter they are cast in.

Spellmasters begin play knowing 7 Lesser Spells and is able to ready 4 of them at a time at 1st level. As a Spellmaster gains levels it learns and is able to ready more and more Lesser Spells, as indicated on the table above. To ready his Lesser Spells a Spellmaster must spend 15 minutes in concentration/prayer/meditation during which time all previously readied spells are unreadied. Spellmasters, unlike other spellcasters, cast their Lesser Spells at-will. These spells last no longer than 4 rounds, and have a maximum range of 100ft.

The saving throw DC of these spells is 10+1/2 Spellmaster level+the ability score modifier designated by the domain (+2 for Greater Spells). Unlike the standard spellcasting system of Wizards or Clerics, Spellmasters can not gain bonus spells per encounter for having a high ability score. Spellmasters ignore all "arcane spell failure" of armor, because magic is neither divine or arcane. A Spellmaster's caster level for all of his spells is equal to his class level.

Domains (Sp): At first level Spellmasters choose any three domains and gain the benefit of all three of the chosen domains' Granted Powers. These chosen domains give the Spellmaster access to three Greater Spells, of which the Spellmaster can cast one per encounter, and a wide variety of Lesser Spells which can be cast at-will. At 2nd level, 5th level, and every five levels thereafter, a Spellmaster gains a bonus domain, giving him an extra Granted Power, and access to further Greater and Lesser spells.

Spellmasters, as all other spellcasters, must ready their Greater Spells after one hour of meditation chosen from the Greater Spells they have access to given their domains. As a Spellmaster gains levels she learns to ready more Greater Spells in the same amount of meditation time.

Whenever any spellcaster gains a new domain he or she may choose to lose any Lesser Spell she knows to learn another Lesser Spell of any level available to her to cast, from any domain she possesses in its place.

Spellgrace (Ex): Spellmasters' mastery of magical power gives them great insight into how best to defend themselves against it. They gain a +1 bonus to AC and saves against spells and spell-like abilities. This bonus improves by +1 at 4th level, and every four levels after that to a maximum of +5 at 16th level.

At 4th level and beyond a Spellmaster grants 1/2 this bonus (rounded up) to adjacent allies. At 12th level and beyond a Spellmaster grants 1/2 this bonus to allies within 10ft.

Magicsense (Su): At 3rd level, Spellmasters develop an innate sixth-sense for perceiving magical effects. They can use Detect Magic (PHB 219) at-will, and gain the Sense Magic ability (as Swordsage, ToB 16).

Spellgrace Aura: At 17th level and beyond, a Spellmaster grants the full benefit of his Spellgrace feature to all allies within 15ft.

Doublecast (Ex): At 20th level, Spellmasters develop a prodigious talent. With a single standard action a Spellmaster can cast two Greater or Lesser Spells at once, or a combination of the two. If casting two Greater Spells at once, a Spellmaster is stunned after his turn and until the end of his next turn. If casting two Lesser Spells at once, a Spellmaster loses his standard action during his next turn. If casting a Greater Spell with a Lesser Spell, a Spellmaster's speed is reduced by 1/2 and he becomes flat-footed after his turn and until the end of his next turn, and he loses his standard action during his next turn.[/spoiler]
The Battlemage
[spoiler]HD: d10

Saves: Good Will, One Good other, last poor

LV  Base Atk Bonus    Class Features                                      Lessers Known  Lessers Ready  Greaters Ready
1.   +1               Domains (2), Channel Lesser Spell                         4              3              1
2.   +2               Spellgrace +1                                             4              3              1
3.   +3               Battlecaster Tactics                                      5              3              1
4.   +4                                                                         5              3              1
5.   +5               Spellgrace +2                                             6              4              1
6.   +6/+1            Bonus Domain                                              6              4              2
7.   +7/+2            Quick Spell 1/day (Lesser)                                6              4              2
8.   +8/+3                                                                      7              4              2
9.   +9/+4            Spellgrace +3                                             7              4              2
10.  +10/+5           Extra Spell (1, 1st)                                      7              5              2
11.  +11/+6/+1                                                                  8              5              3
12.  +12/+7/+2        Bonus Domain                                              8              5              3
13.  +13/+8/+3        Spellgrace +4                                             8              5              3
14.  +14/+9/+4                                                                  9              5              3
15.  +15/+10/+5       Quick Spell 2/day (Lesser)                                9              6              3
16.  +16/+11/+6/+1                                                              9              6              4
17.  +17/+12/+7/+2    Spellgrace +5                                             10             6              4
18.  +18/+13/+8/+3    Bonus Domain                                              10             6              4
19.  +19/+14/+9/+4                                                              11             6              4
20.  +20/+15/+10/+5   Extra Spell (2, 2nd), Quick Spell 1/day (Greater)         11             7              4


Class Skills (4+Int per level): Balance, Concentration, Climb, Craft, Escape Artist, Heal, Intimidate, Jump, Knowledge (all), Listen, Profession, Ride, Sense Motive, Spellcraft, Spot, Swim, Tumble

Proficiencies: All simple and martial weapons, light and medium armor, light and heavy shields (not Tower Shields).

Spellcasting (Ex): Warrior-Mages cast spells (greater and lesser) drawn from the lists of their chosen domains. They can only cast a single Greater Spell per encounter at first level but gain the ability to cast additional Greater Spells as they gain levels (encounters are defined as combat situations. Greater Spells can be used outside of these situations, but cannot be used again for 5 minutes). At 10th level a Warrior-Mage can cast one extra 1st level Greater Spell each encounter. At 20th level a Warrior-Mage can cast two extra Greater Spells each encounter of up to 2nd level. These spells last no longer than 5 minutes, but end at the end of any encounter they are cast in. After casting a Greater Spell a Warrior-Mage cannot make attack rolls for 1 round (this prevents the Warrior-Mage from attacking, taking attacks of opportunity, and from casting spells that require attack rolls).

Warrior-Mages begin play knowing 3 Lesser Spells, and is able to ready 2 of them at a time at 1st level. As a Warrior-Mage gains levels it learns and is able to ready more and more Lesser Spells, as indicated on the table above. After casting a readied Lesser Spell a Warrior-Mage cannot cast that spell for 1d4 rounds. These spells last no longer than 4 rounds, and have a maximum range of 100ft.

The saving throw DC of these spells is 10+1/2 Warrior-Mage level+the ability score modifier designated by the domain (+1 for Greater Spells). Unlike the standard spellcasting system of Wizards or Clerics, Warrior-Mages can not gain bonus spells per encounter for having a high ability score. Warrior-Mages ignore all "arcane spell failure" of armor, because magic is neither divine or arcane.  A Warrior-Mage's caster level for spells is equal to his caster level.

Domains (Sp): At first level Warrior-Mages choose any two domains and gain the benefit of both of the chosen domains' Granted Powers. These chosen domains give the Warrior-Mage access to two Greater Spells, of which the Warrior-Mage can cast one per encounter, and a wide variety of Lesser Spells which can be cast at-will. At 6th level, and every six levels thereafter, a Warrior-Mage gains a bonus domain, giving him an extra Granted Power, and access to further Greater and Lesser spells.

Warrior-Mages, as all other spellcasters, must ready their Greater Spells after one hour of meditation chosen from the Greater Spells they have access to given their domains. As a Warrior-Mage gains levels she learns to ready more Greater Spells in the same amount of meditation time.

Whenever any spellcaster gains a new domain he or she may choose to lose any Lesser Spell she knows to learn another Lesser Spell of any level available to her to cast, from any domain she possesses in its place.

Channel Lesser Spell (Ex): Whenever a Warrior-Mage makes an attack as a standard action, or as part of a charge or full attack action and that attack hits, he may also cast a single Lesser Spell he has ready targeting, or centered on, the struck foe as a free action. If the spell has a range of touch or ranged touch you do not have to roll to hit the target, you hit automatically.

If this is done as part of a full attack action, he casts the same spell multiple times against each target he hits. This overrules the normal rule that states that the Warrior-Mage must wait 1d4 rounds after casting a readied Lesser Spell, however after channeling a spell in this way the Warrior-Mage must wait 4 rounds before he may cast that spell again.

Spellgrace (Su): Warrior-Mages' mastery of magical power gives them great insight into how best to defend themselves against it. At 2nd level They gain a +1 bonus to AC and saves against spells and spell-like abilities. This bonus improves by +1 at 5th level, and every four levels after that to a maximum of +5 at 17th level. Unlike Magic-Users, Warrior-Mages do not grant any bonus to allies with this ability.

Battlecaster Tactics (Su): During any round in which a 3rd level or higher Warrior-Mage casts a spell, if he hit any enemy with a weapon attack in the last round his Caster Level is increased by 2. Likewise during any round in which a Warrior-Mage makes a weapon attack, if an enemy failed its saving throw against a spell he cast in the previous round that attack gains a +2 bonus to the attack roll and deals +2 damage. These bonuses increase by +1 at 8th level and again every six levels thereafter (max +5 at 20th level).

Quick Spell (Ex): At 7th level, a Warrior-Mage has developed a method for quickly casting his Lesser Spells so that he can more effectively wield his weapons in combat. Once per day, he can cast a single Lesser Spell as a swift action rather than a standard action. He gains an extra daily use of this ability at 15th level.

At 20th level he refines his technique so that he can cast even Greater Spells faster than normal. In addition to the two Lesser Spells he can cast per day as swift actions, a 20th level Warrior-Mage can cast a single Greater Spell once per day as a move action.[/spoiler]
The Pretender
[spoiler]HD: d8

Saves: Good Will, One other Good, last Poor

Lv  Base Attack    Special                                          Lessers Known  Lessers Ready  Greaters Ready
1.  +0             Domains (2), Trapfinding, Cloaked Casting (+1)         4              3              1
2.  +1             Deft Spellgrace +1                                     4              3              1
3.  +2             Element of Surprise                                    5              3              1
4.  +3             Disguised Spells                                       5              3              1
5.  +3             Deft Spellgrace +2                                     6              4              1
6.  +4             Bonus Domain                                           6              4              2
7.  +5             Cloaked Casting (Swift Action)                         6              4              2
8.  +6/+1          Eschew Components                                      7              4              2
9.  +6/+1          Deft Spellgrace +3                                     7              4              2
10. +7/+2          Extra Spell (1, 1st)                                   7              5              2
11. +8/+3          Skill Mastery                                          8              5              3
12. +9/+4          Bonus Domain                                           8              5              3
13. +9/+4          Deft Spellgrace +4                                     8              5              3
14. +10/+5         Cloaked Casting (Overcomes SR)                         9              5              3
15. +11/+6/+1      ? ? ? ?                                                9              6              3
16. +12/+7/+2      Spell Oppurtunist                                      9              6              4
17. +12/+7/+2      Deft Spellgrace +5                                     10             6              4
18. +13/+8/+3      Bonus Domain                                           10             6              4
19. +14/+9/+4      Cloaked Casting (+2)                                   11             6              4
20. +15/+10/+5     Extra Spell (2, 2nd), Invisible Spells                 11             7              4


Class Skills (6+Int per level): Appraise, Balance, Bluff, Climb, Concentration, Decipher Script, Diplomacy, Disguise, Escape Artist, Forgery, Gather Information, Hide, Jump, Knowledge (all), Listen, Move Silently, Profession, Search, Sense Motive, Sleight of Hand, Spellcraft, Spot, Swim, Tumble, Use Rope

Proficiencies: All simple and martial weapons, light armors, light shields.

Spellcasting (Ex): Skill-Mages cast spells (greater and lesser) drawn from the lists of their chosen domains. They can only cast a single Greater Spell per encounter at first level but gain the ability to cast additional Greater Spells as they gain levels (encounters are defined as combat situations. Greater Spells can be used outside these situations, but can't be used again for 5 minutes). At 10th level a Skill-Mage can cast one extra 1st level Greater Spell each encounter. At 20th level a Skill-Mage can cast two extra Greater Spells each encounter of up to 2nd level. After casting a Greater Spell a Skill-Mage can't cast spells for 1 round.  These spells last no longer than 5 minutes, but end at the end of any encounter they are cast in.

Skill-Mages begin play knowing 3 Lesser Spells, and is able to ready 2 of them at a time at 1st level. As a Skill-Mage gains levels it learns and is able to ready more and more Lesser Spells, as indicated on the table above. After casting a prepared Lesser Spell a Skill-Mage can't cast that spell for 1d4 rounds (casting a Greater Spell during this time adds an extra round onto this time). These spells last no longer than 4 rounds, and have a maximum range of 100ft.

The saving throw DC of these spells is 10+1/2 Skill-Mage level+the ability score modifier designated by the domain (+1 for Greater Spells). Unlike the standard spellcasting system of Wizards or Clerics, Skill-Mages can not gain bonus spells per encounter for having a high ability score. Skill-Mages ignore all "arcane spell failure" of armor, because magic is neither divine or arcane. A Skill-Mage's caster level for spells is equal to his caster level.

Domains (Sp): At first level Skill-Mages choose any two domains and gain the benefit of both of the chosen domains' Granted Powers. These chosen domains give the Skill-Mage access to two Greater Spells, of which the Skill-Mage can cast one per encounter, and a wide variety of Lesser Spells which can be cast at-will. At 6th level, and every six levels thereafter, a Skill-Mage gains a bonus domain, giving him an extra Granted Power, and access to further Greater and Lesser spells.

Skill-Mages, as all other spellcasters, must ready their Greater Spells after one hour of meditation chosen from the Greater Spells they have access to given their domains. As a Skill-Mage gains levels she learns to ready more Greater Spells in the same amount of meditation time.

Whenever any spellcaster gains a new domain he or she may choose to lose any Lesser Spell she knows to learn another Lesser Spell of any level available to her to cast, from any domain she possesses in its place.

Trapfinding (Ex): Skill-Mages can use the Search skill to locate traps when the DC is higher than 20, and can use the Disable Device skill to disarm magical traps. A Skill-Mage who beats a trap's disarm DC by 10 with a Disable Device check has studied the device to such a degree that he can bypass the trap without disarming.

Cloaked Casting (Ex): Skill-Mages are stealthy and deceptive spellcasters. You may feint as as move action, further, whenever you cast a spell on a foe who is denied his dexterity bonus to AC add +1 to the save DC against that spell. This ability improves as you level. At 7th level you can feint as a swift action. At 14th level any spell you cast on a foe who is denied its dexterity bonus to AC automatically overcomes that foe's spell resistance. At 19th level the bonus to DC increases to +2.

Deft Spellgrace (Su): Skill-Mages' mastery of magical power gives them great insight into how best to defend themselves against it, and bolsters her powers of stealth. At 2nd level They gain a +1 bonus to AC and saves against spells and spell-like abilities. This bonus improves by +1 at 5th level, and every four levels after that to a maximum of +5 at 17th level. Unlike Magic-Users, Skill-Mages do not grant any bonus to allies with this ability. In addition to this bonus shared by Magic-Users and Warrior-Mages, Skill-Mages also add double this bonus to their Hide and Move Silently skills.

Element of Surprise (Ex): At 3rd level Skill-Mages begin to take advantage of others' sluggishness. You gain a +2 bonus to initiative, which stacks with any other bonuses you have to initiative, and during a surprise round you may take an extra standard or move action.

Disguised Spells (Ex): Beginning at 4th level, Skill-Mages can cleverly disguise the casting of their spells hiding the components, be they gestures, words, or materials, amongst other things of like origin (Weaving magical words of power expertly into a normal turn of phrase, working magical gestures into body language, or placing material components amongst things of similar size, shape, color, etc, so forth). Whenever you cast a spell you may make a Bluff check as part of the action, opposed by any nearby creatures' Sense Motive check. Creatures that do not meet or exceed your Bluff can't tell that you are casting a spell, and thus may be surprised when you do.

Eschew Components (Su): Beginning at 8th level, Skill-Mages no longer need to worry about the components of spells they cast, and as such, since the Skill-Mage no longer needs to speak, gesture, or use materials, it is impossible to tell when she casts a spell, until it is too late. When attempting to cast a Greater Spell in this way, the Skill-Mage must make a Will saving throw against the spell, without the benefit of her Deft Spellgrace feature. If she fails, she is forced, by intangible, unknowable forces, to use any material components necessary.

Skill Mastery (Ex): At 11th level, a Skill-Mage becomes so certain of her skills that she can use them reliably even under adverse, or stressful conditions. Choose any 4 skills you have at least 1 rank in. When making a skill check with the chosen skills you can take a 10 even if stress and/or distractions would normally prevent you from doing so.

? ? ? ?:

Spell Opportunist (Ex): Whenever a creature provokes an attack of opportunity from you, you may cast any Lesser Spell you know with a range of touch or ranged touch targeting that creature, instead of taking your attack of opportunity.

Invisible Spells (Su): Beginning at 20th level, Skill-Mages develop the wondrous ability to cast spells which have completely invisible effects. This combined with their Eschew Components ability can create much confusion and panic, while all the while no one will ever know that the Skill-Mage has done anything at all. When attempting to cast a Greater Spell in this way there is a 50% chance that the spell will be cast normally, as visible as ever.[/spoiler]
« Last Edit: March 18, 2009, 04:44:54 PM by bkdubs123 »

bkdubs123

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Re: Outlining a new magic system: Take 2
« Reply #1 on: February 25, 2009, 09:02:33 AM »
Sample Domains
[spoiler]War Domain (Complete!)
Granted Power: You gain bonus feats chosen from the Warlord's or Sohei's list of Combat Feats at 1st, 4th, 8th, 12th, 16th, and 20th levels. You must still meet those feats' prerequisites. For the purposes of qualifying for these feats, and these feats only, treat your ability scores as 2 higher than normal, 3 higher at 6th level, 4 higher at 12th level and 5 higher at 18th level.

The save DCs of spells available with the War Domain are based on your choice of Wisdom or Charisma.

Spell Lv - Greater Spells
  1st    -   Magic Circle (Against [Alignment], chosen at casting)
  2nd    -   Haste/Slow
  3rd    -   Shout
  4th    -   Wall of Greater Dispel Magic
  5th    -   Antimagic Field
  6th    -   Greater Shout
  7th    -   Prismatic Wall/Sphere
  8th    -   Heal, Mass
  9th    -   Implosion


Lesser Spells
1st - Mage Armor (includes a +2 shield bonus), Resist Energy, True Strike (+10 to hit), Warning Shout^, Blade of Blood*, Arrow Mind^, Fist of Stone^, Heroics^, Whirling Blade^ (20ft line), Knight's Move (15ft move always)^

2nd - Crown of Protection*, Heroism, Wind Wall, Dance of Blades*, Critical Strike^, Backbiter^, Dispelling Touch*

3rd - Sonic Shield*, Halt*, Benign Transposition^ (Move Action cast time), Ghost Touch Armor^, Iron Silence^

4th - Moment of Prescience, Regroup*, Wraithstrike^, Death Armor^

5th - Daze Monster (no HD limit), Tactical Precision^, Scale Weakening^

6th - Tenser's Transformation, Greater Dispelling Touch, Bladeweave^

7th - True Seeing, Hold Monster

8th - Stoneskin, Toxic Weapon*

9th - Protection from Spells, Foresight

Time Domain (In Progress)
Granted Power: You gain a +2 bonus to Initiative checks and Reflex saves. This bonus increases by +1 at 5th level and every five levels thereafter. Further, once per encounter, as a free action, even usable when it is not your turn, you may take an additional swift or immediate action. Starting at 6th level you may use this action to instead take an additional move action. Starting at 11th level you may use this action to instead take an additional standard action. Starting at 16th level you may use this action to instead take an additional full-round action.

The save DCs of spells available with the Time Domain are based on your choice of Intelligence or Wisdom.

Spell Lv - Greater Spells
  1st    -   
  2nd    -   Haste/Slow
  3rd    -   
  4th    -   
  5th    -   Persistence (All active spell effects on allies and enemies last until the end of the current encounter rather than their normal durations)
  6th    -   Raise Dead
  7th    -   
  8th    -   
  9th    -   Time Stop


Lesser Spells
1st - True Strike, Gentle Repose, Status, Entropic Shield, Delay Poison (Delays for 4 rounds), Swift Expeditious Retreat, Close Wounds^, Inflict Light Wounds, Touch of Exhaustion (touch attack exhausts target), Lesser Celerity*

2nd - False Life, Inflict Moderate Wounds, Speak With Dead, Healing Spirit*, Bigby's Warding Hand, Infernal Wound^,

3rd - Rust Ray, Inflict Serious Wounds, Snake's Swiftness^, Alter Fortune*, Anticipate Teleportation^

4th - Daze Person (humanoid is dazed 1 round), Inflict Critical Wounds,

5th - Harm, Mana Flux,

6th - Daze Monster (no HD limit), Regenerate,

7th - Mass Snake's Swiftness^, Visions of the Future*

8th - Hold Monster, Heal

9th - Revivify^, Disintegrate

Nature Domain (Complete!)
Granted Power: At 1st level you gain the Wild Empathy and Resist Nature's Lure features of the original Druid class. At 2nd level and every even level thereafter you gain a Terrain Mastery selected from the Horizon Walker's list of Terrain Masteries (DMG 189) and all the benefits thereof. Starting at 12th level you may gain Planar Terrain Masteries. At 2nd, 8th, 14th, and 20th levels you can forgo gaining a Terrain Mastery in order to gain a Favored Enemy as the original Ranger class.

The save DCs of spells available with the Nature Domain are based on your choice of Intelligence or Wisdom.

Spell Lv - Greater Spells
  1st    -   Entangle
  2nd    -   Insect Plague ("summon" spell)
  3rd    -   Sunburst
  4th    -   Control Weather
  5th    -   Creeping Doom ("summon" spell)
  6th    -   Greater Sunburst (30ft radius, 12d6 damage)
  7th    -   Shambler ("summon" spell)
  8th    -   Elemental Swarm ("summon" spell)
  9th    -   Red Tide (sickened for the encounter, nauseated for 1 round)


Lesser Spells
1st - Summon Nature's Ally I ("summon" spell; you can only have a single "summon" spell in effect at a time), Calm Animals, Charm Animal, Detect Animals or Plants, Command Plants, Faerie Fire, Beastland Ferocity^, Shillelagh, Animalistic Power*, Obscuring Mist

2nd - Summon Nature's Ally II ("summon" spell), Find Traps, Gust of Wind, Heat/Chill Metal, Protection from Energy, Dominate Animal, Snare

3rd - Summon Nature's Ally III ("summon" spell), Fog Cloud, Call Lightning, Animal Growth, Wall of Fire

4th - Winter's Embrace^, Summon Nature's Ally IV ("summon" spell), Sunbeam, Burrow^

5th - Lion's Charge^, Summon Nature's Ally V ("summon" spell), Stormtower^

6th - Summon Nature's Ally VI ("summon" spell), Storm of Elemental Fury^, Stormrage^

7th - Summon Nature's Ally VII ("summon" spell), Tremor^

8th - Summon Greater Elemental ("summon" spell)^, Extract Water Elemental^

9th - Summon Elemental Monolith ("summon" spell)^, Whirlwind

Illusion Domain (Complete!)
Granted Power: You gain a +5 bonus to saves versus Illusion spells and to all Will Disbelief saves, which increases by +1 at 4th level and every 4 levels thereafter. You also add 1/2 this bonus (rounded down) to all other saving throws against other mind-afflicting effects. Allies within 15ft gain 1/2 this bonus (rounded down).

The save DCs of spells available with the Illusion Domain are based on your choice of Intelligence or Charisma.

Spell Lv - Greater Spells
  1st    -   Legion of Sentinels*
  2nd    -   Hypnotic Pattern
  3rd    -   Vertigo Field*
  4th    -   Friend to Foe*
  5th    -   Rainbow Pattern
  6th    -   Veil
  7th    -   Illusory Pit^
  8th    -   Scintillating Pattern
  9th    -   Greater Invisibility, Mass


Lesser Spells
1st - Disguise Self, Minor Image, Misdirection, Illusory Script, Crown of Veils*, Phantom Foe^, Wall of Gloom^, Shadow Cache^, Delusions of Grandeur^, Distract Assailant (Swift action cast)^

2nd - Swift Invisibility, Invisibility Purge, Vertigo*, Whelming Blast*, Shadow Binding^, Major Image, Net of Shadows^

3rd - Blur, Invisibility, Illusory Wall, Persistent Image, Phantom Battle*

4th - Blinding Color Surge*, Mirror Image, Mirage Arcana, Mass Whelm*

5th - Swift Greater Invisibility, Vertigo Field*, Sting Ray^

6th - Greater Invisibility, Shadow Spray^, Shadow Well^

7th - Stunning Color Surge (As Blinding Color Surge, except target is stunned and blinded, and you turn invisible as Greater Invisibility for 2 rounds), Greater Mirror Image*

8th - Shifting Paths^, Phantasmal Assailants^

9th - Superior Invisibility^, Overwhelm*[/spoiler]

Feats For the Spellcaster
[spoiler]Empower Spell [meta-magic]
Prerequisite: Caster level 4th
Benefit: Choose one spell you know, Lesser or Greater. Whenever you cast that spell, all of its variable, numeric effects are increased by one-half. Whenever you could learn a new level of spell you may choose a new spell you know for this feat to apply to. Empower Spell has no effect on the chosen spell's level, or casting time.

Enlarge Spell [meta-magic]
Prerequisite: Caster Level 1st
Benefit: Choose one spell you know, Lesser or Greater. Whenever you cast that spell, increase its range by 100%. You may choose spells with a range of Touch with this feat. If you do, you may now cast the chosen spell on any creature within 30ft of you. You may choose spells with a range of Personal with this feat. If you do, you may now cast the chosen spell on any creature adjacent to you. Whenever you could learn a new level of spell you may choose a new spell you know for this feat to apply to. Enlarge Spell has no effect on the chosen spell's level, or casting time.

Eschew Materials
Prerequisite: Caster Level 6th
Benefit: You can cast any spell that has a material or focus component costing 150gp or less without needing that component. At 9th level you do not need components costing 500gp or less. At 12th level, 1000gp or less. At 15th level, 2000gp or less. At 20th level, 5000gp or less.

Enduring Spells
Prerequisite: Caster Level 1st
Benefit: Lesser Spells you cast last 1 round longer than normal. If you possess a Caster Level of 9 or higher, your Lesser Spells last 2 rounds longer than normal. If you possess a Caster Level of 17 or higher, your Lesser Spells last 3 rounds longer than normal.

Persistent Spell [meta-magic]
Prerequisite: Enduring Spells, Caster Level 12th
Benefit: Choose a Lesser Spell you know. The chosen spell lasts until the end of the current encounter, or if used outside of combat for 5 full minutes (if you get into a combat encounter before this duration is over the spell lasts only for 1 round of combat). Whenever you could learn a new level of spell you may choose a new spell you know for this feat to apply to. Persistent Spell has no effect on the chosen spell's level, or casting time. You can't apply this meta-magic feat to a spell with any other meta-magic feats applied to it.

Heighten Spell
Prerequisite: Caster Level 3rd
Benefit: Whenever you cast a spell you may increase the level of that spell up to the highest level spell you are capable of casting. If you do, increase the casting time by 1 step, from swift to move, move to standard, standard to 1 full round action.

Improved Counterspell
Prerequisite: Spellcraft 6 ranks
Benefit: Whenever you attempt to counter a spell you may use a spell from the same Domain, rather than the same spell, as long as the spell you use is one or more levels higher than the target spell. Further, at any time after readying an action to counterspell, you may spend an immediate action to un-ready that action and cast a spell.

Maximize Spell [meta-magic]
Prerequisite: Caster Level 8th, one other meta-magic feat
Benefit: Choose a Lesser Spell you know. A variable, numeric effects of the chosen spell are maximized. Whenever you could learn a new level of spell you may choose a new spell you know for this feat to apply to. Maximize Spell has no effect on the chosen spell's level, or casting time.

Quicken Spell [meta-magic]
Prerequisite: Caster Level 10th, two other meta-magic feats
Benefit: Choose a Lesser Spell you know with a casting time greater than 1 swift action. Whenever you cast the chosen spell, its casting time is reduced to 1 swift action regardless of normal casting time. Whenever you could learn a new level of spell you may choose a new spell you know for this feat to apply to. Quicken Spell has no effect on the chosen spell's level, or casting time. You can't apply this meta-magic feat to a spell with any other meta-magic feats applied to it.

Silent Spell [meta-magic]
Prerequisite: Caster Level 1st
Benefit: Choose one spell you know, Greater or Lesser, that has Verbal components. You can cast the chosen spell without any Verbal components. Whenever you could learn a new level of spell you may choose a new spell you know for this feat to apply to. Silent Spell has no effect on the chosen spell's level, or casting time.

Still Spell [meta-magic]
Prerequisite: Caster Level 1st
Benefit: Choose one spell you know, Greater or Lesser, that has Somatic components. You can cast the chosen spell without any Somatic Components. Whenever you could learn a new level of spell you may choose a new spell you know for this feat to apply to. Still Spell has no effect on the chosen spell's level, or casting time.

Widen Spell [meta-magic]
Prerequisite: Caster Level 4th
Benefit: Choose a Lesser Spell you know with an area of burst, emanation, line, spread, or cone. Whenever you cast the chosen spell, increase its area by 100%. Whenever you could learn a new level of spell you may choose a new spell you know for this feat to apply to. Widen Spell has no effect on the chosen spell's level, or casting time.

Extra Lesser Spell
Prerequisite: Caster Level 1st
Benefit: Increase the number of Lesser Spells you can ready by one.
Special: Spellmasters can take this feat any number of times, Battlemages and Pretenders can take this feat only up to three times.

Extra Greater Spell
Prerequisite: Caster Level 5th
Benefit: Increase the number of Greater Spells you can ready by one.
Special: Spellmasters can take this feat up to three times, Battlemages and Pretenders can take this feat only once.

Scribe Spellbook
Prerequisite: Int 15, Caster Level 1st
Benefit: For each spell known granted to you by your class you may learn another spell, scribing it into a spellbook. These spells must still come from the domains you have access to. To ready spells scribed into your spellbook you must have access to your spellbook, and must be capable of meditating uninterrupted on each spell you wish to ready for 5 minutes.[/spoiler]
« Last Edit: March 19, 2009, 04:59:17 PM by bkdubs123 »

bkdubs123

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Re: Outlining a new magic system: Take 2
« Reply #2 on: February 25, 2009, 09:02:48 AM »
reserved

bkdubs123

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Re: Outlining a new magic system: Take 2
« Reply #3 on: February 25, 2009, 09:03:02 AM »
last reserved post. evaluations/flames welcome  :D
« Last Edit: February 25, 2009, 09:11:03 AM by bkdubs123 »

RobbyPants

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Re: Outlining a new magic system: Take 2
« Reply #4 on: February 25, 2009, 09:47:27 AM »
This looks like a more elaborate version of your last system.  All in all, I like the concept.  Personally, I feel it moves far enough away from D&D to not feel the same, but that's not to say it couldn't be an enjoyable system.  If I were going to do a re-tool of the system (or create my own from scratch), I'd probably do something fairly similar to what you did here.

One question: Is the innate magic resistance that creatures have supposed to improve?  It looks like you have 10 + Cha score (this is supposed to be score, correct?), but with no further addition for hit dice, while the check casters make both factors in their casting stat and their level.  So, it looks like a caster will have a hard time overcoming typical resistance at first.  As their level increasees, they'll seldom fail.
My balancing 3.5 compendium
Elemental mage test game

Quotes
[spoiler]
Quote from: Cafiend
It is a shame stupidity isn't painful.
Quote from: StormKnight
Totally true.  Historians believe that most past civilizations would have endured for centuries longer if they had successfully determined Batman's alignment.
Quote from: Grand Theft Otto
Why are so many posts on the board the equivalent of " Dear Dr. Crotch, I keep punching myself in the crotch, and my groin hurts... what should I do? How can I make my groin stop hurting?"
Quote from: CryoSilver
I suggest carving "Don't be a dick" into him with a knife.  A dull, rusty knife.  A dull, rusty, bent, flaming knife.
Quote from: Seerow
Fluffy: It's over Steve! I've got the high ground!
Steve: You underestimate my power!
Fluffy: Don't try it, Steve!
Steve: *charges*
Fluffy: *three critical strikes*
Steve: ****
Quote from: claypigeons
I don't even stat out commoners. Commoner = corpse that just isn't a zombie. Yet.
Quote from: CryoSilver
When I think "Old Testament Boots of Peace" I think of a paladin curb-stomping an orc and screaming "Your death brings peace to this land!"
Quote from: Orville_Oaksong
Buy a small country. Or Pelor. Both are good investments.
[/spoiler]

bkdubs123

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Re: Outlining a new magic system: Take 2
« Reply #5 on: February 25, 2009, 09:59:36 AM »
This looks like a more elaborate version of your last system.  All in all, I like the concept.  Personally, I feel it moves far enough away from D&D to not feel the same, but that's not to say it couldn't be an enjoyable system.  If I were going to do a re-tool of the system (or create my own from scratch), I'd probably do something fairly similar to what you did here.

Yep. I've been working on it. It certainly moves far, far away from the way D&D has always done spellcasting before, but I think it feels as much like D&D as Tome of Battle does compared to the way melees had been done before that.

Quote
One question: Is the innate magic resistance that creatures have supposed to improve?  It looks like you have 10 + Cha score (this is supposed to be score, correct?), but with no further addition for hit dice, while the check casters make both factors in their casting stat and their level.  So, it looks like a caster will have a hard time overcoming typical resistance at first.  As their level increasees, they'll seldom fail.

Let's see... a creature with 14 Charisma will have 24 SR at 1st level, while a caster will roll 1d20+5. Yikes. While at 20th level a creature with 30 Charisma will have 40 SR and the caster will roll 1d20+30. Yeah, you're right here. I was looking for a way to make Charisma more important, especially for characters who want to focus themselves on antimagic. What if it were SR 10+1/2 HD+Cha modifier, and the spellcasting check was 1d20+1/2caster level+spellcasting modifier? That would yield 12 SR at 1st level vs 1d20+4, and 30 SR at 20th level vs 1d20+20. That seems better to me, especially if I include options to increase your SR.

RobbyPants

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Re: Outlining a new magic system: Take 2
« Reply #6 on: February 25, 2009, 10:26:08 AM »
What if it were SR 10+1/2 HD+Cha modifier, and the spellcasting check was 1d20+1/2caster level+spellcasting modifier?
When I first read through it, that's actually what I though you were using, until I looked at it a second time.  I think this method works a lot better.  It's also the standard formula used for about everything else.  It puts the caster's stat on even ground with the defender's Cha, and the caster's level on even ground with the defender's level.  That way, nothing goes haywire when the caster gains levels.
My balancing 3.5 compendium
Elemental mage test game

Quotes
[spoiler]
Quote from: Cafiend
It is a shame stupidity isn't painful.
Quote from: StormKnight
Totally true.  Historians believe that most past civilizations would have endured for centuries longer if they had successfully determined Batman's alignment.
Quote from: Grand Theft Otto
Why are so many posts on the board the equivalent of " Dear Dr. Crotch, I keep punching myself in the crotch, and my groin hurts... what should I do? How can I make my groin stop hurting?"
Quote from: CryoSilver
I suggest carving "Don't be a dick" into him with a knife.  A dull, rusty knife.  A dull, rusty, bent, flaming knife.
Quote from: Seerow
Fluffy: It's over Steve! I've got the high ground!
Steve: You underestimate my power!
Fluffy: Don't try it, Steve!
Steve: *charges*
Fluffy: *three critical strikes*
Steve: ****
Quote from: claypigeons
I don't even stat out commoners. Commoner = corpse that just isn't a zombie. Yet.
Quote from: CryoSilver
When I think "Old Testament Boots of Peace" I think of a paladin curb-stomping an orc and screaming "Your death brings peace to this land!"
Quote from: Orville_Oaksong
Buy a small country. Or Pelor. Both are good investments.
[/spoiler]

bogsnes

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Re: Outlining a new magic system: Take 2
« Reply #7 on: February 25, 2009, 10:58:02 AM »
Nice of you putting this up here :D

You should note that you have changed to greater spells ready in the table, but not in the entry.

bkdubs123

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Re: Outlining a new magic system: Take 2
« Reply #8 on: February 25, 2009, 11:05:27 AM »
Nice of you putting this up here :D

Before you get too excited I'm not going to put up the entirety of the system, I'm merely putting up the basic structure and mechanics to get feedback to tweak and perfect the bones of it. Most of the meat I am reserving to be published at a later date (hopefully).

Quote
You should note that you have changed to greater spells ready in the table, but not in the entry.

Check the Domains entry for each spellcaster.

bogsnes

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Re: Outlining a new magic system: Take 2
« Reply #9 on: February 25, 2009, 11:12:06 AM »
Okay, they can ready X greater spells per day, and cast one (with more later) per encounter?

Soda

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Re: Outlining a new magic system: Take 2
« Reply #10 on: February 25, 2009, 11:24:10 AM »
I still like it.  :thumb

bkdubs123

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Re: Outlining a new magic system: Take 2
« Reply #11 on: February 25, 2009, 11:33:17 AM »
Okay, they can ready X greater spells per day, and cast one (with more later) per encounter?

Well, technically you can ready more than X greater spells per day, it just takes a while to ready the spells, but yes you have the general idea.

I still like it.  :thumb

Thankee  :D
If you notice any flaws, or anything that you disagree with, or that doesn't make sense, please be sure to let me know.
« Last Edit: February 25, 2009, 11:35:52 AM by bkdubs123 »

bogsnes

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Re: Outlining a new magic system: Take 2
« Reply #12 on: February 25, 2009, 11:38:28 AM »
Personalize Domain
Prerequisite: Access to a Spell Domain. Able to cast Lesser and Greater spells.
Benefit: Choose a domain. You may use any of your choice of Intelligence, Wisdom, or Charisma to modify the save DCs of spells you cast from the chosen domain. Add 1 to the save DC against spells you cast from the chosen domain. You gain the chosen domain's domain power if you do not already have it.

This can be very strong (and weird) for Champions with the War domain (use one feat to get more feats?)

Soda

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Re: Outlining a new magic system: Take 2
« Reply #13 on: February 25, 2009, 11:46:56 AM »
At-will's recharging every 1d4 rounds might get hard to track. But I have no solution.

bkdubs123

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Re: Outlining a new magic system: Take 2
« Reply #14 on: February 25, 2009, 11:52:20 AM »
Personalize Domain
Prerequisite: Access to a Spell Domain. Able to cast Lesser and Greater spells.
Benefit: Choose a domain. You may use any of your choice of Intelligence, Wisdom, or Charisma to modify the save DCs of spells you cast from the chosen domain. Add 1 to the save DC against spells you cast from the chosen domain. You gain the chosen domain's domain power if you do not already have it.

This can be very strong (and weird) for Champions with the War domain (use one feat to get more feats?)

Hrm... true. I don't like that... I don't like Personalize Domain at all actually...

Domain Focus
Prerequisite: Caster Level 1st
Benefit: Choose a domain you can cast spells from. You may use your choice of Intelligence, Wisdom, or Charisma to modify the save DCs of spells you cast from the chosen domain. Further, you gain a +2 bonus to Caster Level and a +1 bonus to save DCs when casting spells from the chosen domain. The bonus to Caster Level increases by +1 for every five Caster Levels you possess beyond 1st. The bonus to save DCs increases by +1 for every ten caster levels you possess beyond 1st.

Better? I don't think there should be any way to gain the Granted Powers of domains if you don't already have them then.

bkdubs123

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Re: Outlining a new magic system: Take 2
« Reply #15 on: February 25, 2009, 11:53:56 AM »
At-will's recharging every 1d4 rounds might get hard to track. But I have no solution.

I haven't had the pleasure of testing anything but a Spellmaster yet, so I have no idea how much of a problem this might be. At higher levels it poses more of a threat than at lower (you simply don't have that many ready), but I can't see it getting completely out of hand.

bogsnes

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Re: Outlining a new magic system: Take 2
« Reply #16 on: February 25, 2009, 11:59:38 AM »
You can make the gaining granted powers thingy a champion feat, and rule that it can't get you more feats...

bkdubs123

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Re: Outlining a new magic system: Take 2
« Reply #17 on: February 25, 2009, 12:14:28 PM »
You can make the gaining granted powers thingy a champion feat, and rule that it can't get you more feats...

Probably better to make it an Alternate Class Feature. No idea what it would replace, but it makes for a good precedent when I start making new spellcaster classes with "Spell Lists" rather than Domains.

RobbyPants

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Re: Outlining a new magic system: Take 2
« Reply #18 on: February 25, 2009, 01:25:01 PM »
At-will's recharging every 1d4 rounds might get hard to track. But I have no solution.
I've been playing a conjurer in a game using the recharge magic system.  It's a bit of a pain in the ass, but once you get the hang of it, it's not too bad.  Basically, the first thing I do every round is look at every spell level on a piece of scrap paper I keep, and reduce each number by one.

I actually get kind of giddy about it, watching it count down.  "One more round tll I get my 4th level spells back, bitches!"

Still, bookkeeping's never really bothered me much, but I ususally DM.
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Re: Outlining a new magic system: Take 2
« Reply #19 on: February 25, 2009, 01:44:28 PM »
Actually, I kind of like the idea of a Wild Mage who gets his spells randomly as per the Crusader. Of course, the number of spells vs. the Crusader's maneuvers would have to be higher, since it's not a tank class. :D