since at this stage we haven't differentiated between various arcane classes that are possible, I'll keep it generic using the wizard as a base template.
Rule clarification:
1. 0 level spells: you get em all, they don't cost points to use.
2. ANYTHING with a duration locks spell points. buffs, and DEbuffs.
I will assume:
1. high stats don''t increase the spell pool: only the number of spells prepared at once.
2. each presented level will match the PHB on how many spells can be prepared
3. no prc's yet.... we;'re just playing with base mechanics... let's just make th thing work.
4.I"ll be working mostly from PHB regarding spell use. maybe some splats.
5. Although fights may be typically 4-6 rounds, I'm stretching it out to around 9 just to see how the mechanics work.
Level 5
[spoiler]wizard 5 is human, has a 16 int due to level gain
feats: spell focus ,imp. init, scibe scroll, adaptive style, sculpt spell
spells prepared:
1st level:
grease
magic missle
shield
true strike
2nd level:
scorching ray
summon swarm
invisible
3rd level:
stinking cloud
fly
spell pool: 12
recover = 5pts. (adaptive style recovers all)
Buffs:
shield (1)
fly (5)
available pool: 6
Shield on permabuff is a no brainer. Fly is expensive, but worth it if out doors.
in a combat:
1st round: grease cast (locking 1 point until choosing to end)
2nd round: stinking cloud cast synergizing with grease (5 points locked)
wiz5 has now locked all his points... shield, fly, grease, and stinking cloud will persist until wiz5 chooses to release any/all of them (as free actions)
the rest of the party is now working on beatdown.... at end of round 2 wiz5 releases fly to free up 5 ponts.
3rd round: recovering 5 points by expending a swift and standard action. moves to a better position
4th round: wiz5 casts anoter grease spell to furher control the field (locks another point, 4 open)
5th round: magic missle (3 pts left)
6th round: scorching ray (0 pont left)
7th round: recover 4 points (8 points are locked from shield, greasex2, stinking cloud)
8th round: the fight is now over, so wiz5 releases the 2 greases and stinking cloud as a free action, and spends a full round to use adaptive style, recovering the remaining 8 points.
9th round: casts fly again,m locking 5 points,(6 available)[/spoiler]
Level 10
[spoiler]
wizard10 has 17 int from stat gain.
feats: spell focus, imp. init, scibe scroll, adaptive style, sculpt spell, cloudy conjuration, knowledge dev., split ray
spells prepared:
1st level:
grease
magic missle
shield
true strike
mage armor
2nd level:
scorching ray
summon swarm
see invis
mirror image
resist energy
3rd level:
stinking cloud
fly
clairvoyance
haste
4th level:
solid fog
dim door
gr. invisible
5th level:
teleport
mindfog
spellpool: 32 points
recover = 10pts. (adaptive style recovers all)
buffs:
shield (1)
mage armor (1)
fly (5)
haste (5)
available pool: 20
the whole group is hasted with this permabuff. There are a lot more buffs out there that could be taken, but the spell pool will quickly get whittled down to nothing.
1st round: Solid fog with sculpt spell(+1level = +2 points as per psionics): 9 points locked, 11 left.
2nd round: split ray scorching ray (+2level = 4 extra poits as per psionics): 7 points spent, 4 left.
3rd round: cast mirror image for some defense: 3 points locked, 1 left.
4th round: wiz10 has 1 point left, bt the party may need some help: Normally wiz10 can recover 10 points with a standard and swift action, but 24 points are currently locked that he doesn't want to relinquish: shield, magearmor, haste, fly, sculpted solid fog, and mirror image... wiz10 can only recover 8 points... 9 total
5th round: solid fog has lost it's usefulness at this point, so that is being dropped to free up 11 points next recovery, and casts summon swarm in it's place; locking 3 points, leaving 6 open for use.
6th round: casts scorching ray: 3 points, 3 left.
7th round: party is on cleanup now; drop mirror image to free up 3 points, and it's time to recover.... wiz10 could standard recover 10 points, but he's got the time: adaptive style allows for all available ponts to be recovered... 14 points are recoverd, adding to the 3 points still left: 17 points available.
summon swarm, haste, fly, magearmor, and shield are still active for the remaining 15.
8th round: party wins. summon swarm is dropped and wiz10 recovers the 3 points, putting him at 20 points open, 12 locked..[/spoiler]
Level 15
[spoiler]
wizard15 has 18 int
feats: spell focus, imp. init, scibe scroll, adaptive style, sculpt spell, cloudy conjuration, knowledge dev., split ray, quicken spell, twin spell, greater spell focus
spells prepared:
1st level:
grease
magic missle
shield
true strike
mage armor
2nd level:
scorching ray
summon swarm
see invisible
mirror image
resist energy
3rd level:
stinking cloud
fly
clairvoyance
haste
dispel magic
4th level:
solid fog
dim door
gr invisible
dim anchor
enervation
5th level:
teleport
tpath bond
prying eyes
baleful polymorph
6th level:
acid fog
true seeing
veil
7th level:
spell turning
prismatic spray
8th level:
summon monster VIII
spellpool: 52 points.
recover = 15pts.
Buffs:
mage armor (1)
shield (1)
see invisible (3)
fly (5)
haste (5)
summon monster VIII (13)
available pool: 24
obviosly SMVIII is very expensive, but this critter is available ALL DAY, which is incredibly useful, and for this example, will be used in combat. There are a lot of spells that can be used to buff. If not expecting danger, other spells on the list can be added on to make exploring easier, but I'm assuming wiz15 is expecting trouble, so he has to be a bit more careful about how many points he wants to commit.
1st round: SMVIII is a pair of invisible stalkers which wiz15 can keep an eye on, and are unleashed upon the hapless encounter. wiz15 casts split twinned scorching ray (effectively a 8th level spell): 15... leaving 9 left.
2nd round: casts enervation: 7, leaving 2 points left.
3rd round: the party and stalkers are doing some beatdown.. time to recover: a standard recover would yield 15 points, but there are a lot of combatants on the board. wiz15 waits until after the team and enemies finish, suspecting the stalkers are gonna take a womping... and he then releases them-- freeing up 15 points. Wiz15 takes a full round action to recover 37 points, adding to the 2 remaining. 39 total open, 15 locked.
4th round: quicken enervation: 15 points (24 left) then split ray enervation (11 points) 13 left.
5th round: quicken true strike (9 points, leaving 6 available) followed by scorching ray (3 points, leaving 3 left)
6th round: takes a full round to recover with adaptive style: 39 points in the pool again available to use.
7th round: split ray quickened scorching ray (15 points, 24 left) followed by split twinned scorching ray (15 points, 9 left)
This finishes off the encounter with the rest of the team resolving their targets.
8th round: adaptive style restores the 39 points, and SummonVIII brings up 4 air elementals (15 points) and telepathic bond (9 points) keeps them connected or some excellent recon... 15 points are still open for any defensive casting needed, and of course, the haste, fly, mage armor and shield are still active.[/spoiler]
Level 20
[spoiler]
wizard20 has 20 int.
feats: spell focus, imp. init, scibe scroll, adaptive style, sculpt spell, cloudy conjuration, knowledge dev., split ray, quicken spell, twin spell, greater spell focus, rapicd summoning, enlarge spell
spells prepared:
1st level:
grease
magic missle
shield
true strike
mage armor
2nd level:
scorching ray
summon swarm
see invisible
mirror image
resist energy
3rd level:
stinking cloud
fly
clairvoyance
haste
dispel magic
4th level:
solid fog
dimension door
greater invisible
dimensional anchor
enervation
5th level:
teleport
telepathic bond
summon monster V
baleful polymorph
telekinesis
6th level:
acid fog
eyebite
veil
gr dispel
7th level:
spell turning
prismatic spray
mass invisile
phase door
8th level:
summon monster VIII
greater prying eyes
incediary cloud
maze
9th level:
crushing hand
dominate monster
energy drain
timestop
spellpool: 72 points
recovery = 20 points
Buffs:
mage armor (1)
shield (1)
fly (5)
haste (5)
enlarge summon VIII (17)
gr prying eyes (15)
veil (11)
spellpool available: 17
kinda buff heavy, eh?
qiz20 is at the top of his game, even if only using core spells. there are a lot of options, but this arryay has a squad of pryinng eyes hunting around with true seeing, and a quad of earth eles from summon VI patrolling around the party permanently. Veil tries to make the team as inconspicuous as possible at the same time.
only 17 points? if the party is aware of an upcoming problem, then he can drop the summons or eyes and recover the points to prepare for whooping ass. But i the party gets surprised...
1st round: sends eleentals off to beatdown oponent.. once completed, casts timestop (17 points... total is cashed)
even with only two free round:
timestop 1: releases elelementals, gr prying eyes, and veil, adaptive style recovers 43 points... the 17 cast with timestop aren't available until the timestop effect ends for you.
timestop 2: cast gr invisible (7): 36 points still available when timestop ends.
2nd round: hopefully wiz20 isn't noticed after some clever move actions during timestop.. looks like he just flat out left, and the rest of the party is mobilizing. Cast quickened enevation (15) then cast timestop again (17)
timestop 1: full recover gives 36 points back.. the current timestop is holding 17, but the first timestop 17 points can recover.
timestop 2: maneuver to a new position.
3rd round: quickened summoning V (17) then cast timestop again... character can effectively cast a quickened spell of 5th level or less every round at will.
4th round: spamming summon monsters will use up all the points in your pool quickly, so not the best strategy.
wiz20 has refreshed is 36 points after dismissing the summonV during the last timestop.
Cast quickened enervation (15) then cast energy drain (17) 4 points are left.
5th round: standard recovery puts 24 points back in the pool, and allows a move action to relocate.
6th round: quickened stinking cloud (13) then sculpted solid fog (11)
7th round: standard recover 12 points
8th level:etc. as you wish.
[/spoiler]
even with timestop tricks, the wizard is stuck using blasting or sod's, or else the spell pool gets depleted with buffs or sustained spells. Blasting and SoD's take time to finish the fight.
Overall, this allows for a lot of high level casting, but you have to skip a round ever 2 or three rounds no matter what level. This I think creates a lot of party balance.. god can't do everything all the time. he has to tkake breaks, and coordinatin with the team becomes much more important.
I didn't hitthe wizard with greater dispel, forcing to rebuff, I didn't go into tactics wher ethe wizard was being cornered, forcing some fancy footwork and defensive maneuvers. This was very static, but shows that if youwant to use your top stuff, you have to pace things and be careful not to be completely drained of points in the wrong time.
feedback?