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Barastir
Master of Realmslore

Brazil
1600 Posts

Posted - 31 Jul 2012 :  12:10:08  Show Profile Send Barastir a Private Message  Reply with Quote
quote:
Originally posted by Nicolai Withander
Personally I like this! It would work. It would give the wizard a more "realistic" feel sort of speaking, and it would give the wizard some more freedom/cast on the run kind of feel, which I personally think they need.

Now I would say that it would take 1 minute per page in a spellbook,to cast spells that way, so casting a level 9 spell would take 18 minutes. Far, far to long to have any use in combat situations! But just the right time to have the right "ritual" feel to it, which I also like... for some spells!

Realism and magic are hard concepts to concile... Of course, some explanations feel more "forced" than others. On the other hand, if you have a good explanation, anything can be "realistic". The choice of a magic system is mainly a personal choice, valid if PCs and the DM agree about the feel of their game/campaign.

About this specific system, IMHO I'd not use it, especially because it is "too flexible". In fact, it looks a lot like the 2e Netheril box. It means it works, and works well. However I think such a flexible system makes wizards more powerful, in a way, and Mystra's curse after the Fall came exactly to make arcane spellcasters more wise and responsible about the use of spells of different levels. Besides, this system is what makes Netherese spellcasters special, and if my PCs ever make a trip to the past or have a vision of how magic worked in this wonderful past, they would be truly amazed.

Well, that's my opinion, and the way I see it in my - old school, AD&D 2e - game.

"Goodness is not a natural state, but must be
fought for to be attained and maintained.
Lead by example.
Let your deeds speak your intentions.
Goodness radiated from the heart."

The Paladin's Virtues, excerpt from the "Quentin's Monograph"
(by Ed Greenwood)

Edited by - Barastir on 31 Jul 2012 12:14:17
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Nicolai Withander
Master of Realmslore

Denmark
1093 Posts

Posted - 31 Jul 2012 :  23:05:16  Show Profile Send Nicolai Withander a Private Message  Reply with Quote
What I mean when I say realistic is that I don't remember reading anywhere in any novel someone saying: "Ohh crap I've not memorized that!"

They seem to be able to manipulate the magic energies as they see fit. With in their limitations ofc(level/power)

And that is what I want to bring to the table!!!
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Ayrik
Great Reader

Canada
7989 Posts

Posted - 01 Aug 2012 :  01:03:21  Show Profile Send Ayrik a Private Message  Reply with Quote
Likewise, it might be argued that these spellcasting characters chose wisely when memorizing their spells, strategically attempting to prepare their magical arsenal so that it could be useful in any possible situation they could reasonably expect to experience the following day. Many spells offer a lot of versatility and overlap in their application, bounded only by the adaptability and creativeness of the person casting them. Many other spells (like fireball) have a much more limited scope of potential applications, but we all know that particular situations (like combat) seem to occur with alarming frequency to adventuring spellcasters, so it's not unreasonable to expect that they might just happen to have memorized such a "perfect spell for the job" when they need it.

I can think of several examples in the novels where a spellcasting wizard or priest used a suboptimal spell - usually with some degree of success - and that logically suggests that these characters did not have the optimal spell at their disposal when it was most needed. Even the most accomplished archmages sometimes seem to cast suboptimal spells because of apparent limits in their resources and what they could possibly prepare themselves to encounter. Seems "realistic" enough to me.

And, of course, spellcasting is an art. Spellcasting characters (or their authors/players) might simply make different choices and have different priorities than you or I would, even if one assumed their spell selections were completely unlimited. Only viewing the results in hindsight can really determine whether a spell succeeded or failed, and in the end there's really no substitute for success.

[/Ayrik]

Edited by - Ayrik on 01 Aug 2012 01:11:03
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Wooly Rupert
Master of Mischief
Moderator

USA
36798 Posts

Posted - 01 Aug 2012 :  04:26:02  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by Nicolai Withander

What I mean when I say realistic is that I don't remember reading anywhere in any novel someone saying: "Ohh crap I've not memorized that!"

They seem to be able to manipulate the magic energies as they see fit. With in their limitations ofc(level/power)

And that is what I want to bring to the table!!!



In Elfshadow, Danilo had to memorize the spell for moving the elfgate. He also carried a spellbook. And when Khelben was asked for a legend lore spell, he opted to cast it from a scroll, rather than cast from memory (indicating he didn't have it memorized) or reading and casting from a book simultaneously.

If you don't want your spellslinger having to worry about memorizing spells, the game already has a mechanism for that: the sorcerer.

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Dalor Darden
Great Reader

USA
4211 Posts

Posted - 01 Aug 2012 :  04:58:04  Show Profile Send Dalor Darden a Private Message  Reply with Quote
Well, I would suggest exploring the Spell Point system made in Second Edition Advanced Dungeons and Dragons.

It was a rather good one (very good I feel) and made the game very fun back then if I remember correctly.

The Old Grey Box and AD&D for me!
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Barastir
Master of Realmslore

Brazil
1600 Posts

Posted - 01 Aug 2012 :  14:58:23  Show Profile Send Barastir a Private Message  Reply with Quote
quote:
Originally posted by Ayrik

Likewise, it might be argued that these spellcasting characters chose wisely when memorizing their spells, strategically attempting to prepare their magical arsenal so that it could be useful in any possible situation they could reasonably expect to experience the following day. (...)

IIRC, this argument was used in the same section that explained Mystra's changes in magic and spellcasting after the Fall, in the 2e Netheril boxed set. I only forgot to mention it in my post. Thank you, Ayrik!

"Goodness is not a natural state, but must be
fought for to be attained and maintained.
Lead by example.
Let your deeds speak your intentions.
Goodness radiated from the heart."

The Paladin's Virtues, excerpt from the "Quentin's Monograph"
(by Ed Greenwood)

Edited by - Barastir on 01 Aug 2012 20:17:44
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Markustay
Realms Explorer extraordinaire

USA
15724 Posts

Posted - 02 Aug 2012 :  02:35:03  Show Profile Send Markustay a Private Message  Reply with Quote
If I get a chance, I'll try to replicate the spell point system that I had for 3e. It worked fairly well - several other groups started using it (people who played with me, to go and run games on their own). I doubt my bro-in-law still has a copy, so I'll have to rebuild it (I know precisely what I did - it was quite simple, actually).

In fact, the only time it seemed to fail is when I tried to use HP for spell points, until one clever player learned vampiric touch and started using peasants as batteries. If you just leave spell points separate, you should have no problems. Its just doing all the math for that table again...

Spell Poins per level
1st - 5               11th - 74
2nd - 8               12th - 84
3rd - 11              13th - 97
4th - 16              14th - 112
5th - 20              15th - 127
6th - 27              16th - 144
7th - 34              17th - 161
8th - 43              18th - 180
9th - 52              19th - 198
10th - 63             20th - 217


All spells cost (spell level) + 1 to cast. Specialists can cast spells of their chosen school at -1 to point cost (effectively making cantrips of your chosen school free). Spells must still be memorized to cast, using the normal rules, but you need only commit one copy of a spell to memory in order to cast it multiple times. Memorizing any (new) spell takes a number of hours = to the spell's level (cantrips can be switched around at will, so long as the spell book is studied for few moments for non-memorized cantrips). If a new CL has not been attained, the new spell replaces another spell of the same level chosen by the player from his repertoire (memory). A Wizard also gets to add his INT Bonus to his spell point total. Spell Points are 'healed' at the rate of (WIZ lev) per hour of rest. A Wizard who is short on points to cast certain spell may 'borrow' HP from his total to cover the difference, but he/she must make a system shock roll at -1 per point borrowed. A failed savings throw means the caster falls unconscious for a number of turns equal to the number he/she missed her SR by. A Wizard who uses all his Spell-Points up is considered fatigued (including those recovering from being unconscious). A Fatigued Wizard may not borrow HP for spell casting until recovered. A minimum of 1 Spell point is required to cast any spell, regardless of auxiliary sources of power (such as using one's HP), except in the case of cantrips cast by a specialist of the same school.

Thats the basics. All I did was take all the spells a wizard could cast at each level, add one to their levels, and add them all up. That means you could perfectly replicate a 'traditional' Vancian caster with this system, casting the same exact number of spells at the same levels. This system doesn't add any more power, except through flexibility.

I had ideas for the sorcerer variant, but with this, no-one wanted to bother running a sorcerer (its kinda pointless to have both when you are using spell-points). I had other magic-using classes use the standard rules. I never ran an epic game, but if it got that high I would just add their new Wizard level to their spell point total at each new level. You still have to memorize spells, but you only need one copy in memory to use the spell over and over. Also, I gave no limit to how many spells you could have written in your spell book. So long as a player never bother to switch-around spells, he need never bother with spell memorization. If he wanted to re-do his entire memorized list, that could take quite awhile.

I tried to keep a bit of the HP = MP in there, but if your players start abusing it I suggest you take that option out (or have them age a year every time they pass out, or some-such). I also had options for casting unknown spells and spells of a higher level then possible (think "Sorcerer's Apprentice"), but once again, that leaves the door wide-open to lots of abuse (fortunately I only had one power-gamer in the group, the rest were role-players and kept things on an even keel).

"I have never in my life learned anything from any man who agreed with me" --- Dudley Field Malone


Edited by - Markustay on 02 Aug 2012 03:52:05
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Delwa
Master of Realmslore

USA
1270 Posts

Posted - 02 Aug 2012 :  09:41:30  Show Profile  Visit Delwa's Homepage Send Delwa a Private Message  Reply with Quote
The 3.E Unearthed Arcana has a Spell Point system on page 153. That whole book is full of variant rules for magic that you could implement to give a more... spontanious feel to any caster.

- Delwa Aunglor
I am off to slay yon refrigerator and spoil it's horde. Go for the cheese, Boo!

"The Realms change; seldom at the speed desired of those who strive, but far too quickly for those who resist." - The Simbul, taken from the Forgotten Realms Campaign Conspectus
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Barastir
Master of Realmslore

Brazil
1600 Posts

Posted - 02 Aug 2012 :  11:51:40  Show Profile Send Barastir a Private Message  Reply with Quote
Very nice system, Markustay. Mine is simpler and closer to the traditional 2e Vancian model. The only exception was that one can cast spells above the daily limit, but that results in temporary damage (1d3/level for mages, 1d4/level for other classes). However, divine spellcasters can be subject to their own deity's judgement about abuse.

As I mentioned before, I use the normal time of studying or preparing a spell (10 minutes/level), but once a spell is prepared, it can be cast several times that day. If you haven't studied that spell in a particular day you still can cast it, but with a 1 in d20 chance of failure for each day in the past you've studied it - considering that you prepare your body to cast it while you studied/meditated it, and get fresh with the intrincacies of casting (correct gestures and posture, etc). I'm also using the material components rule; some are expensive, while others easy to obtain - but even then a character can run out of them if isolated from a source, for example.

The main "problem" with my system is that my players must note which spells they studied in each day, so they can know if they studied a spell within the last 20 days and if they can try to cast it with even a minimal chance of success. Additionally, they must plan the time they will spend preparing their spells, usually at the beggining of the day. However, if they have the time, they can spend some minutes or even a few hours hours studying a spell they will use in that very day (they can stop and prepare themselves before entering a dangerous place, for example, if there is no urgency in entering).

"Goodness is not a natural state, but must be
fought for to be attained and maintained.
Lead by example.
Let your deeds speak your intentions.
Goodness radiated from the heart."

The Paladin's Virtues, excerpt from the "Quentin's Monograph"
(by Ed Greenwood)
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Markustay
Realms Explorer extraordinaire

USA
15724 Posts

Posted - 02 Aug 2012 :  15:50:14  Show Profile Send Markustay a Private Message  Reply with Quote
I had weighed detailed magical casting rules against ease-of-use, and also my feelings on how I wanted magic to feel at my table, which is how I derived my system.

My favorite magical system(s) of any game is the one in Chivalry & Sorcery, because I love the sheer level of detail (lists of every known material, and how hard it was to enchant!) However, that system doesn't really move along very well in-play. What I tried to do was keep the things I wanted (like spell memorization) without them taking from the game or limiting my players. Since I don't run epic games, and rarely even make it to middling-levels, PC Wizards were always a bit nerfed in my games, and that was my way to get them more on-par with other classes at low levels.

"I have never in my life learned anything from any man who agreed with me" --- Dudley Field Malone

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Barastir
Master of Realmslore

Brazil
1600 Posts

Posted - 02 Aug 2012 :  17:54:42  Show Profile Send Barastir a Private Message  Reply with Quote
Well, I didn't want to imply your system was complicated, or that being complicated is a disadvantage. Besides, mine is not necessarily simple, I only wanted to say that it is somehow closer to the traditional 2e system (and this fact saved me from having to create new tables, for example). As you could see, in my campaign higher level mages would have some trouble preparing spells, since you'd spend a lot of time with higher level spells, maybe letting lower level spells out of your study schedule.

I forgot mentioning that in my system cantrips don't need previous study, and are more spontaneous, and that you can use one 1st level spell slot to cast 6 cantrips/caster level. Oh, and in my notes the other caster's (non-wizards) damage for extra spells was 1d6/spell level, and not 1d4 as I wrote before. And the damage was only partially temporary, about one fourth of it was permanent. However, it was a bit complicated to keep track of these details. Anyway, fortunately my players are not power games, and cast spells beyond the normal allotment only twice or thrice in more than ten years of gaming, so I don't need to worry about it.



One question: in your magic system, which is the cost of a cantrip in spell points? I kind of deducted it was "1" from the text, is it written somewhere I couldn't see?

EDIT: Forget it, just figured out I was confounding spell level and character level.

"Goodness is not a natural state, but must be
fought for to be attained and maintained.
Lead by example.
Let your deeds speak your intentions.
Goodness radiated from the heart."

The Paladin's Virtues, excerpt from the "Quentin's Monograph"
(by Ed Greenwood)

Edited by - Barastir on 02 Aug 2012 18:59:37
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Markustay
Realms Explorer extraordinaire

USA
15724 Posts

Posted - 02 Aug 2012 :  19:53:22  Show Profile Send Markustay a Private Message  Reply with Quote
Yes, spells cost one more point then their level. Its the only way to (easily) derive a spell cost for cantrips. I had considered a half-point cost (which may have simplified the rest), but I don't think people would like spending .5 spell points. If that works for you, go with that instead, and reduce all spell costs to their level (but that would mean refiguring the entire chart, if you wanted to maintain the same spell-ratio as in the standard rules).

This is probably the first time I wrote down that part underneath - I used to only have the chart. The rest I just kept in my head. I didn't really keep track of cantrips - no-one ever switched them around, and they barely ever used them. Note that in my system a simple glance ("freshen your memory") in a spellbook allows you to swap-between cantrips.

I also allowed folks to cast non-memorized spells directly from their spellbooks, which only came up once or twice. I forget precisely how I handled that. I know it took much longer, and had greater chance of failure (distractions).

I just wanted Wizards to do more then "cast a spell, and then run to the back" every time. Note that a 1st level wizard gets back a single spellpoint after only one hour of rest, which makes cost for cantrips even more negligible.

I also had some ideas about how using HP for spellpoints would work in Ravenloft (MAJOR no-no) - it would dramatically increase your dark-powers checks. Since my players never went to RL, it never came up.

"I have never in my life learned anything from any man who agreed with me" --- Dudley Field Malone


Edited by - Markustay on 03 Aug 2012 03:12:39
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Barastir
Master of Realmslore

Brazil
1600 Posts

Posted - 03 Aug 2012 :  17:42:11  Show Profile Send Barastir a Private Message  Reply with Quote
Very nice, Markustay. I've never wrote my system before, too. I do agree with you that half points would be no good, unless you doubled all the values and turned half points to one point. However, I don't think it is worth the trouble. Unfortunately, in my campaign the mages also didn't use their cantrips, I'd appreciate if someone could just post here a solution to this problem... But probably it happens in my game because my NPCs don't use them too, in a creative way that would inspire my players.

The problem of low-level spellcasters, sometimes adressed for the as the "15-minute workday" (not only for the casting of all the spells, but also fort the whole group due to the loss of hit points after the cures have ended) is something that we as DMs must learn how to deal with, and this is an ancient worry that is being addressed in the D&D Next playtests. It's good to exchange solutions here in CK.

About dark power checks, well, you could do something similar, or even use those very rules outside of RL, if it fits your campaign. It's what you said, it depends on the way you want your PCs to feel in your table. On the other hand, if you still think of sending them to RL, maybe it's good to have this card on your sleeve.

Oh, and I think roleplay - and the way a master describes his or her scenes - influences a lot about magic-using by the PCs. As I said, I think my players don't use cantrips because I don't explore them with my NPCs, and maybe my players don't sacrifice HPs to cast additional magic because once a PC cast a magic and, when she took some damage, I described that her nose bleeded after using that power...

Well, in my campaign I alone control the mathematical part of the character sheets (they have a different sheet with the equipment and stories, skills, people, creatures and places they know) and I don't say how many HP they have, so maybe it also discourages them from risking...

"Goodness is not a natural state, but must be
fought for to be attained and maintained.
Lead by example.
Let your deeds speak your intentions.
Goodness radiated from the heart."

The Paladin's Virtues, excerpt from the "Quentin's Monograph"
(by Ed Greenwood)

Edited by - Barastir on 03 Aug 2012 17:59:44
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sleyvas
Skilled Spell Strategist

USA
11809 Posts

Posted - 03 Aug 2012 :  21:18:42  Show Profile Send sleyvas a Private Message  Reply with Quote
quote:
Originally posted by Xar Zarath

Ok, we all know how the methods of spellcasting has been done, for clerics its always been you pray and prepare your spells and wizard follow this by preparing spells too. One thing though the netherese use to be able to simply "pull" or "manipulate" the required weave energy to cast their spells before the Folly.

So naturally a more melee inclined friend of mine, asked me if, since we follow the 4e setting but not the rules, why cant wizards perform those same feats of magic, since Mystra is not around and stuff like that.

Say a wizard instructor in a academy is teaching some students. He is an archmage and has fought countless battles. In his new environment, he has to teach the students for example the spell fireball. However he did not prepare fireball(personal choices maybe this is a hypothetical situation) but he has casted it his entire adventuring life which is a considerable long time! So does he still retain knowledge of the spell or must he show his spellbook, perhaps even copying from his spellbook onto the chalkboard. Why must he memorize it, if he has to, to show how its done? He has casted it before, does he not retain some knowledge of it?

Going in this vein of the situation, say he can show the spell fireball but he still did not prepare it. He knows the spell, he knows the gestures and the incantation required...

What are your opinions on the matter?




In 3.5 there was an option for this. Basically if you took the spell mastery feat you could memorize a certain number of spells without your spellbook based on your intelligence (you could repeat the taking of this feat for more spells). Later came a feat (forget the name) where you could trade out a memorized spell for one that you'd mastered with spell mastery at any time, but it only gave you a certain number of spells. Personally, spell mastery feat sucks and they should just include the ability to trade out spells as part of said feat and it would be a much more viable feat. As it stands I know of noone that ever takes the feat unless its a prestige class requirement. However, if I'd been able to take it and on the fly pop out spells to replace with say teleport, fireball, etc..... so that I never had to keep those memorized, that would have been worth it.

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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sleyvas
Skilled Spell Strategist

USA
11809 Posts

Posted - 03 Aug 2012 :  21:27:42  Show Profile Send sleyvas a Private Message  Reply with Quote
quote:
Originally posted by Nicolai Withander

I have always like the mix of the two. But I see the overpowered problem of learning like a wizard and casting like a sorcerer, but to me that seems how magic and arcane spell casting should be like. Especially the fact or the thing that one had to have "special" or "magical" blood to wield even the tiniest of magics.

But the way I look at the whole preparation or "memorization" is like this. A wizard would, would he carry his spell book with him at all times, have an unlimited amount of spells per day(depending on his "power") because he could cast the spells directly from his book like having permanent scrolls at hand. But since the spells is in a whole or total form it would take more that a standard action. But be preparing or memorizing spells the wizard is actually casting 75-80% of the spell readying it in his mind, so that with a "snap" of his fingers he can release the readied spells.

The casting directly from spellbook is not something that we practice in our campaign, but its the way or the reason for the whole memorization thing, for me. Because basically I see the book a a complete or compilation of "scrolls", so bacically it means a wizard would become a sorcerer, would he carry his spellbook at all times. Still the spells would then take a longer time to cast and that would be crap!

One could even theorize that it would be cool for a wizard to have a spellbook as a weapon, but then we might enter into a whole Hack and Slash game like D3 or so many other games and thats might not be favorable.



The idea though is that you can only memorize spells whenever you are freshly rested for the most part, so casting spells from a spellbook on the fly in the middle of combat isn't the same thing. Combat is more chaotic, thus ... in theory... you instead store the spell and the prepped spell is released and the mage is basically just guiding the released energy when he casts into its final "construct" shape or targeting it into its target area.

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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sleyvas
Skilled Spell Strategist

USA
11809 Posts

Posted - 03 Aug 2012 :  21:27:59  Show Profile Send sleyvas a Private Message  Reply with Quote
quote:
Originally posted by Nicolai Withander

I have always like the mix of the two. But I see the overpowered problem of learning like a wizard and casting like a sorcerer, but to me that seems how magic and arcane spell casting should be like. Especially the fact or the thing that one had to have "special" or "magical" blood to wield even the tiniest of magics.

But the way I look at the whole preparation or "memorization" is like this. A wizard would, would he carry his spell book with him at all times, have an unlimited amount of spells per day(depending on his "power") because he could cast the spells directly from his book like having permanent scrolls at hand. But since the spells is in a whole or total form it would take more that a standard action. But be preparing or memorizing spells the wizard is actually casting 75-80% of the spell readying it in his mind, so that with a "snap" of his fingers he can release the readied spells.

The casting directly from spellbook is not something that we practice in our campaign, but its the way or the reason for the whole memorization thing, for me. Because basically I see the book a a complete or compilation of "scrolls", so bacically it means a wizard would become a sorcerer, would he carry his spellbook at all times. Still the spells would then take a longer time to cast and that would be crap!

One could even theorize that it would be cool for a wizard to have a spellbook as a weapon, but then we might enter into a whole Hack and Slash game like D3 or so many other games and thats might not be favorable.



The idea though is that you can only memorize spells whenever you are freshly rested for the most part, so casting spells from a spellbook on the fly in the middle of combat isn't the same thing. Combat is more chaotic, thus ... in theory... you instead store the spell and the prepped spell is released and the mage is basically just guiding the released energy when he casts into its final "construct" shape or targeting it into its target area.

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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sleyvas
Skilled Spell Strategist

USA
11809 Posts

Posted - 03 Aug 2012 :  21:37:50  Show Profile Send sleyvas a Private Message  Reply with Quote
quote:
Originally posted by Nicolai Withander

Well it just seems that a spellbook containing the information of a spell... the complete information needed to cast it would also make you able to cast it. I do not mean that the letters of a given spell text is magical and in itself casts a spell(then anyone could read a spell aloud and cast it) but more that it would guide the wizard in such a way that it would work like a scroll though it would take longer since it would contain the "whole" spell. We might need another metaphor but since this is magic when you automatically succeeds in the batter of a cake, and since the fact that you are a wizard, have cast and understood the spell before, you simply cast it when you get to the end of the recipe. If anyone can remember the the intro cinematic of Diablo I, Hell Fire expansion, that how a casing from a spell book works for me. Or even the intro cinematic of World of Warcraft, Burning Crusade, where a draenei priest casts something from a book. To me a spellbook will guide you the whole way sort of speaking. But it might take you a minute per level spell to cast it that way. The whole reason for memorization is that you can cast spells as a swift of stadard action.

Am I making sense?




The concept here is broken. For a character that memorizes spells, they are actual energy constructs that he must build up. Scrolls "hold" the energy of a spell and the character learns to release said energy through the reading of the scroll. Spellbooks don't "hold" a darn thing. They are a means that a character uses to guide his mind into storing energy in a certain pattern. Once said pattern is stored, it can be converted into a different pattern(via other spells), stolen, channeled into item creation (such as a scroll... note that, it had to be memorized first then channeled onto the paper, THEN it could be released without memorization), or released via spellcasting.

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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sleyvas
Skilled Spell Strategist

USA
11809 Posts

Posted - 03 Aug 2012 :  21:50:58  Show Profile Send sleyvas a Private Message  Reply with Quote
quote:
Originally posted by Nicolai Withander

Ive been talking to multiple frieds today about our little debate here. And what I deduct from that is this: Casting from a spellbook would seem like something plausible and to some extent seem right in a high fantasy world like forgotten realms. But what I have also gotten from the guys Ive been talking to is that the limit of spell cast-able by a wizard should not go up.

Here follows an example:
Delorian the mage, has a complete total of 200 spell levels per day, he memorizes spells as normal. Needing to cast some other spells at home, like some ward (a level 8) he now has 192 spell levels left. When he later that day enters combat, he cast his spells as he would normally, but when he gets to his last spells he might have 3 level 3 spells left (a total of 9 spell levels), but since he already used 8 levels, casting the ward from his book, he can now in fact only cast a level 1.


This is because of cause that casting spells is straining on a wizard and thus a wizard becomes tired and thus he can only cast a limited number of spells per day.

Personally I like this! It would work. It would give the wizard a more "realistic" feel sort of speaking, and it would give the wizard some more freedom/cast on the run kind of feel, which I personally think they need.

Now I would say that it would take 1 minute per page in a spellbook,to cast spells that way, so casting a level 9 spell would take 18 minutes. Far, far to long to have any use in combat situations! But just the right time to have the right "ritual" feel to it, which I also like... for some spells!

Tell me again my idea is whack!!!



What you're describing here is basically the idea of ritual casting from 4th edition. I'll give 4E that THAT was a good idea, and its one of the few things that I'd actually like to see given as an option to 3.5. It would take a lot of work though to redefine which "spells" need to be redone as rituals. Then of course, there needs to be some means to "store" a ritual such that it can be cast effectively in combat circumstances. Just as an example, I would have no problem with a wizard being able to cast a spell to prevent scrying as a special ritual that takes say 10 minutes or whatever... however, if he needs that anti-scrying to pop up fast, he'll need that ritual in "scroll" form (i.e. stored spell energy). Similar things might go for things like see invisibility, detect magic, and other rituals that were created for 4E.

In fact, at one point, one of the things I mentioned that I'd like to see for 5th edition was a return to the core wizard and given them several options for that first lvl free feat. Maybe they take scribe scroll, maybe they take perform ritual, maybe they take "magic blaster" and have some repeatable low damage magical blast. All 3 are viable options to describe a wizard... those that aren't the "magic blasters" would have to fall back to their trusty crossbow and scrolls, but they'd be much more versatile.... but they couldn't do the rituals they may need, etc...

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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sleyvas
Skilled Spell Strategist

USA
11809 Posts

Posted - 03 Aug 2012 :  22:15:23  Show Profile Send sleyvas a Private Message  Reply with Quote
quote:
Originally posted by Nicolai Withander

We are not discussing whether or not its in the rules. Cause its not. We are discussing whether or not you guy like the idea.

200 spell levels is not that much. My level 27 has 346. And yes that's a lot of spells but not more than what he can cast anyways. 4 spell of each level is 180. So with bonus spell for high int. So its the same number when you ad it all up. Its just another way of distributing them (perhaps). You don't get to cast more spells that way you can just freely distribute them! You basically get the Arcane Manipulation feat from Lost Empires by utilizing the book casting. And I personally don't think that is too much!

You basically become a Netherese Arcanist while carrying you book, a slow one though!




Disregarding the "numbers" here, an alternative type of wizard who has a spell pool and must divy up his/her spell levels amongst them is a viable idea. A lot more stringent method of divying up the numbers has to be developed though to prevent the person who finds some broken first level spell and blows it out of the water. This was somewhat attempted with the shadowcaster where they had 3 degrees of mysteries. You could do similar with 3 power pools, one for say 1st and 2nd lvl spells (lesser pool), one for 3rd-5th lvl (moderate pool), and one for 6th-9th lvl (greater pool)(yeah, I know most people would divide it as 1-3, 4-6, 7-9.... there is logic behind my choice there). Thus, if you had say 10 points in the lesser pool, you could do 10 1st, or 5 2nd, or 2 2nd and 6 1st. If you did this structure though, you'd have to put a LOT more thought into your spell levels at the low levels (thus making a 2nd lvl spell twice as good as a 1st lvl, but not as good as a 3rd lvl fireball).

Now, having a mage with a "spellpool" that he could cast from in a given day using his spellbook on the fly. Sure, its a doable class, but it definitely needs a LOT more work than that. It needs a structure like I say above to rule how many spells from a certain range he can cast per day. It needs extremely longer casting times. It needs some chance that channeling this raw energy on the fly can go bad and have some form of negative reaction(rather than when he's rested and can store it in his mind carefully). Otherwise, why would anyone play a sorceror and have a drastically limited spell choice list (which I never would personally, but I favor wizards for their versatility). This general "type" of caster you're describing has been developed roughly. Look at the spelldancer in 2E.

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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sleyvas
Skilled Spell Strategist

USA
11809 Posts

Posted - 03 Aug 2012 :  22:38:59  Show Profile Send sleyvas a Private Message  Reply with Quote
quote:
Originally posted by sleyvas

quote:
Originally posted by Nicolai Withander

Ive been talking to multiple frieds today about our little debate here. And what I deduct from that is this: Casting from a spellbook would seem like something plausible and to some extent seem right in a high fantasy world like forgotten realms. But what I have also gotten from the guys Ive been talking to is that the limit of spell cast-able by a wizard should not go up.

Here follows an example:
Delorian the mage, has a complete total of 200 spell levels per day, he memorizes spells as normal. Needing to cast some other spells at home, like some ward (a level 8) he now has 192 spell levels left. When he later that day enters combat, he cast his spells as he would normally, but when he gets to his last spells he might have 3 level 3 spells left (a total of 9 spell levels), but since he already used 8 levels, casting the ward from his book, he can now in fact only cast a level 1.


This is because of cause that casting spells is straining on a wizard and thus a wizard becomes tired and thus he can only cast a limited number of spells per day.

Personally I like this! It would work. It would give the wizard a more "realistic" feel sort of speaking, and it would give the wizard some more freedom/cast on the run kind of feel, which I personally think they need.

Now I would say that it would take 1 minute per page in a spellbook,to cast spells that way, so casting a level 9 spell would take 18 minutes. Far, far to long to have any use in combat situations! But just the right time to have the right "ritual" feel to it, which I also like... for some spells!

Tell me again my idea is whack!!!



What you're describing here is basically the idea of ritual casting from 4th edition. I'll give 4E that THAT was a good idea, and its one of the few things that I'd actually like to see given as an option to 3.5. It would take a lot of work though to redefine which "spells" need to be redone as rituals. Then of course, there needs to be some means to "store" a ritual such that it can be cast effectively in combat circumstances. Just as an example, I would have no problem with a wizard being able to cast a spell to prevent scrying as a special ritual that takes say 10 minutes or whatever... however, if he needs that anti-scrying to pop up fast, he'll need that ritual in "scroll" form (i.e. stored spell energy). Similar things might go for things like see invisibility, detect magic, and other rituals that were created for 4E.

In fact, at one point, one of the things I mentioned that I'd like to see for 5th edition was a return to the core wizard and given them several options for that first lvl free feat. Maybe they take scribe scroll, maybe they take perform ritual, maybe they take "magic blaster" and have some repeatable low damage magical blast. All 3 are viable options to describe a wizard... those that aren't the "magic blasters" would have to fall back to their trusty crossbow and scrolls, but they'd be much more versatile.... but they couldn't do the rituals they may need, etc...



While I was thinking about it... also giving a fourth option besides scribe scroll, perform ritual, and "magic blaster"... that of versatile spell master. It could be modeled on the idea played with with the magelord in "lost empires of faerun".

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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Barastir
Master of Realmslore

Brazil
1600 Posts

Posted - 06 Aug 2012 :  16:13:42  Show Profile Send Barastir a Private Message  Reply with Quote
quote:
Originally posted by Markustay

Yes, spells cost one more point then their level. Its the only way to (easily) derive a spell cost for cantrips. (...)

I think a great lot of what shows if your campaign is magic-rich, how common is magic, and the way you see spelcasters in your world, is the way you deal with cantrips and low-level spells. Arcane power is not only defined by the most powerful or devastating spells.

I remember the Netheril boxed set allowing normal people to cast cantras (cantrips), and in newer editions there is this idea of mages being able to cast infinite cantrips. Another point is deciding the limits of a cantrip - is magic missile a cantrip, or is it just too powerful ? Of course, we must consider the relation between the damage it causes and the nuber of HPs of a 1st level character, and in higher levels.

Besides, I think some spells are too powerful if compared with other magics of the same or even of superior levels, like invisibility, fly, fireball and lightning bolt, for example. The level of these spells is actually a reflection of old gaming times, when 3rd level spells were the most powerful spells published, as in the old basic D&D books. Maybe "D&D Next" will be the chance to revise it, as it was made during the transition between 1st and 2nd edition...

Well, but sincerely, I think those specific spells most probably will NEVER be changed, because it's almost a cultural D&D icon to have invisibility as a 2nd level spell, and the others as 3rd level spells!

"Goodness is not a natural state, but must be
fought for to be attained and maintained.
Lead by example.
Let your deeds speak your intentions.
Goodness radiated from the heart."

The Paladin's Virtues, excerpt from the "Quentin's Monograph"
(by Ed Greenwood)
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Markustay
Realms Explorer extraordinaire

USA
15724 Posts

Posted - 06 Aug 2012 :  17:08:55  Show Profile Send Markustay a Private Message  Reply with Quote
Monte Cook had devised a 30-level system by re-building the existing D&D spell list. Its in his Collected Book of Experimental Might. Considering his work on 5e, I hope some of that trickled in. I think a system where spell level = mage lavel is a lot easier to work with.

As for magic missle as a canttrip - its fairly easy to do, and it would work similar to 4e.

Cantrip: Mage Missle
You may fire a single missle per Mage level that dose 1 point of damage. You may fire multiple missles at a single target, or split them between targets, but the number of target is limited by the highest spell level attained (in other words, half your mage level rounded up).

So at level six, you can hit one target for 6 points, two targets for 3 points, 3 targets for 2 points, etc. Its pretty weak, but would be effective in situations where your party is up against a group of casters and you need to disrupt several of them. Also effective against swarms and other relatively weak creatures.

Also, since each point of damage counts as a separate missile, it could peel back layers of a Stoneskin spell (in the same manner that handful of pebbles would).

"I have never in my life learned anything from any man who agreed with me" --- Dudley Field Malone


Edited by - Markustay on 06 Aug 2012 17:57:14
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sleyvas
Skilled Spell Strategist

USA
11809 Posts

Posted - 06 Aug 2012 :  19:41:28  Show Profile Send sleyvas a Private Message  Reply with Quote
quote:
Originally posted by Markustay

Monte Cook had devised a 30-level system by re-building the existing D&D spell list. Its in his Collected Book of Experimental Might. Considering his work on 5e, I hope some of that trickled in. I think a system where spell level = mage lavel is a lot easier to work with.

As for magic missle as a canttrip - its fairly easy to do, and it would work similar to 4e.

Cantrip: Mage Missle
You may fire a single missle per Mage level that dose 1 point of damage. You may fire multiple missles at a single target, or split them between targets, but the number of target is limited by the highest spell level attained (in other words, half your mage level rounded up).

So at level six, you can hit one target for 6 points, two targets for 3 points, 3 targets for 2 points, etc. Its pretty weak, but would be effective in situations where your party is up against a group of casters and you need to disrupt several of them. Also effective against swarms and other relatively weak creatures.

Also, since each point of damage counts as a separate missile, it could peel back layers of a Stoneskin spell (in the same manner that handful of pebbles would).



Just a note, the separate missile peeling back layers of a stoneskin would only be a function in 2nd edition. In 3.0/3.5e edition the mechanic changed entirely. Since its a spell effect, it would simply bypass the stoneskin as if it didn't exist, and since the stoneskin didn't block anything it wouldn't be reduced any.

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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Barastir
Master of Realmslore

Brazil
1600 Posts

Posted - 06 Aug 2012 :  20:04:54  Show Profile Send Barastir a Private Message  Reply with Quote
quote:
Originally posted by sleyvas
Just a note, the separate missile peeling back layers of a stoneskin would only be a function in 2nd edition. In 3.0/3.5e edition the mechanic changed entirely.

Not truth, in the 2e magic missile (and other magical and not physical effects) also bypasses stoneskin.

"Goodness is not a natural state, but must be
fought for to be attained and maintained.
Lead by example.
Let your deeds speak your intentions.
Goodness radiated from the heart."

The Paladin's Virtues, excerpt from the "Quentin's Monograph"
(by Ed Greenwood)
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sleyvas
Skilled Spell Strategist

USA
11809 Posts

Posted - 06 Aug 2012 :  20:46:15  Show Profile Send sleyvas a Private Message  Reply with Quote
quote:
Originally posted by Barastir

quote:
Originally posted by sleyvas
Just a note, the separate missile peeling back layers of a stoneskin would only be a function in 2nd edition. In 3.0/3.5e edition the mechanic changed entirely.

Not truth, in the 2e magic missile (and other magical and not physical effects) also bypasses stoneskin.



go reread the 2nd edition effect again. Yes, the magic missile would have cut straight through and damaged the person (which I never said it wouldn't), but it gives a specific example of the magic missile cutting down the layers of the stoneskin. In third edition, the magic missile would have still cut straight through, but it wouldn't have been absorbed by the stoneskin because its providing damage reduction and damage reduction doesn't apply to spells. Granted, the third edition version has a hugely different duration from second edition (in second edition, people were always casting it "the day before I go adventuring"), so more than anything that's what changed this spell from "gotta have it" to "probably want it memorized".

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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Barastir
Master of Realmslore

Brazil
1600 Posts

Posted - 07 Aug 2012 :  11:36:43  Show Profile Send Barastir a Private Message  Reply with Quote
quote:
Originally posted by sleyvas
go reread the 2nd edition effect again. Yes, the magic missile would have cut straight through and damaged the person (which I never said it wouldn't), but it gives a specific example of the magic missile cutting down the layers of the stoneskin.
That's true, I didn't remember this specific part of the spell's description... Thank you, sleyvas.

"Goodness is not a natural state, but must be
fought for to be attained and maintained.
Lead by example.
Let your deeds speak your intentions.
Goodness radiated from the heart."

The Paladin's Virtues, excerpt from the "Quentin's Monograph"
(by Ed Greenwood)
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tim3kgt
Acolyte

USA
8 Posts

Posted - 22 Aug 2012 :  22:33:16  Show Profile Send tim3kgt a Private Message  Reply with Quote
memorizing in my campaign(3.5+Pathfinder+Realms) works like this: A mage (my favorite term) requires 8 hours of rest to recharge the energy that is sapped from her when casting. She also requires several hours (based on level and number of spells) of unperturbed study and preparation. During this time the mage is reading her spell books and "pre-cating? much of the energies needed for each spell she is memorizing. Later after studying she may "release" those energies in whatever time the spell description requires. Any V,S,M components or lengthy casting time are just a part of releasing those stored energies. I read something like this in either a realms novel (war of spider queen?) or in pathfinder somewhere. I liked it so it took. If the mage would like to cast from the spell book she can do so but it takes VERY long and requires concentration checks because she is normally "preparing" the energies while rested and undisturbed. It might be something like a round per spell level. She also suffers constitution damage equal to the spell level that may only be regained by another night of solid rest. A scroll would be like both ideas combined: a spell read from a grimoire and cast into the the scroll to be quickly released upon use.
Sorcerers, witches, warlocks and "instant caster" types havent really come up yet but they already suffer from limited spell lists and per-day so they dont appear to need much of a tweak (maybe just some good back story to explain their abilities). My off the cuff idea would be that they have an inate connection to a weave or plane and can only draw on it so much. I think the last time we had one of those classes we alowed hi to pick spells on the fly (no memorization or studying required) this was a low level campiagn right at the start of 3E.

Edited by - tim3kgt on 22 Aug 2012 22:45:08
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Markustay
Realms Explorer extraordinaire

USA
15724 Posts

Posted - 22 Aug 2012 :  23:19:07  Show Profile Send Markustay a Private Message  Reply with Quote
LOL - you guys just pointed out how infrequently I actually reference the rulebooks when I am running the game.

If you turn Mage Missile into an elemental-type spell (cantrip), then it could be using solid objects instead (like small bits of stone, or ice). That would help further differentiate it from Magic Missile.

Of course, the point was to re-create the 4e fall-back power of magically blasting your enemies, so I guess I missed the mark.

Personally, I'd prefer a path-magic system. The Rolemaster rules and at least one Dragon article used this methodology. When combined with 3e's feats, its fairly easy to turn a path-system into feat trees (every spell has a pre-requisite spell).

Another solution would be to turn Spells into skills and have a 'magic stat' that would determine what someone could learn (so non-mages could cast some limited spells as well).

"I have never in my life learned anything from any man who agreed with me" --- Dudley Field Malone

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