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Mana Point Spellcasting: Almost Complete, Needs Review before final Submission

Started by Xeviat, April 26, 2006, 05:51:27 PM

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Xeviat

Hello all. This has now been a year long project, though not entirely done straight through. After the XPH came out, I decided that I would convert the PHB spells to an augment style system, and use that system to create a mana point system. Like many of you, I tried the UA mana system and was disenchanted by it; it was decent, but clunky.

My mana system is almost complete; I have finished creating a list of all the changes present in the spell descriptions, and at the same time I ensured that there were no errors left standing. The last things I need to do is finalize the Cleric, Druid, and Wizard rewrites (I have several ideas to work from, one based off the CompPsi Erudite), fill in the holes left in Domains by spell merges, and have someone (or a few someones) look over the spell descriptions for any extraneous errors.

So, please assist in any way you can. The next post will list the spell changes (I'll use spoilers and Alphabetizing to make it easier to look through) and give a link to the files, and the third post will open the floor for discussion on ways to present the Preparatory casters. When this is all complete, we may have a perfect mana system which can herald the death of Vancian magic.
Endless Horizons: Action and adventure set in a grand world ripe for exploration.

Proud recipient of the Silver Tortoise Award for extra Krunchyness.

Xeviat

Here are the spell changes. I may have missed a few, but I believe I've found them all. Note: a vast majority of these are just notes that augments have been added.

A-B Spells
[spoiler]Acid Arrow
Added an augment to boost the damage dice.

Aid
Removed because it was a combination of the Bless and Virtue.

Align Weapon
Added augmentation to allow enhanced weapon to deal more damage to opposite alignment (like the Holy enhancement).

Animal Growth
Removed because enlarge animal was added as a Druid 2/Ranger 3 spell.

Animal Trance
Added an augment to increase save DC and to increase total number of HD affected by spell.

Animate Dead
Augment is required to animate undead with greater HD.

Animate Objects
Augment is required to animate more or larger objects.

Animate Plants
Augment is required to animate more or larger plants.

Antipathy
Augment added to boost DC.

Arcane Sight
Added augment.

Arcane Sight, Greater
Merged with Arcane Sight as an augmentation.

Bane
Augment added to boost DCs and penalties.

Banishment
Augment added to boost DC and gain bonuses vs. spell resistance.

Barkskin
No longer increases in power with caster level; augment added to increase AC bonus.

Bearâ,¬,,¢s Endurance
Considering adding augmentation.

Bestow Curse
Added augmentation to increase save DCs.

Bestow Mana (New Spell)
New spell; allows casters to transfer some mana from themselves to another target.

Black Tentacles
Added augment to boost strength and/or size.

Blade Barrier
Removed automatic scaling of damage; augment added to scale damage and save DCs.

Blasphemy
Spell no longer scales with caster level; augment added to scale HD ranges affected by spell and to boost save DC for banishment effect.

Bless
Augment added to increase bonuses.

Blight
Spell no longer scales with caster level; augment added to increase damage dice and save DC.

Blindness/Deafness
Augment added to increase save DC.

Break Enchantment
Augment added to increase cap on caster level for the caster level check.

Bullâ,¬,,¢s Strength
Considering adding augment.

Burning Hands
Spell no longer scales with caster level; added augment to scale damage and save DCs.[/spoiler]

C Spells
[spoiler]Call Lightning
Removed caster level cap on amount of bolts which can be called down; added augment to increase damage dice and save DC, as well as to increase range.

Call Lightning Storm
Merged with call lightning as an augmentation.

Calm Animals
Added augment to increase save DC and to affect additional targets.

Calm Emotions
Added augment to increase save DC.

Catâ,¬,,¢s Grace
Considering adding augment.

Cause Fear
Added augment to increase save DC.

Chain Lightning
Does not scale with caster level; added augment to increase damage dice and save DC.

Chaos Hammer
No longer scales with caster level; added augment to increase damage dice and save DC.

Charm Animal
Added augment to allow the targeting of low intelligence magical beasts, to boost the duration, and to increase the save DC.

Charm Monster
Merged with charm person to create charm.

Charm Monster, Mass
Removed; use the Chain Spell metamagic feat.

Charm Person
Merged with charm monster to create charm.

Charm
New spell; replaces charm person and charm monster; can be augmented to affect different creature types, increase duration, and increase save DC.

Chill Metal
Added augment to increase duration and save DC.

Chill Touch
Added augment to increase damage dice and save DC.

Circle of Death
Working on it.

Clairaudience/Clairvoyance
Added augmentation to allow a single casting of the spell to see and hear at a distance.

Clenched Fist
Merged with interposing hand to create hand of force.

Cloak of Chaos
Added augment to increase bonuses.

Cloudkill
Added augment to increase the highest HD which can be affected, and to increase save DCs.

Color Spray
Added augment to increase save DC.

Command
Added augment to boost DC, affect additional targets, and increase duration.

Command, Greater
Merged with command.

Command Plants
Added augment to boost DC. Considering changing spell to only affect a single target, with an augment to affect additional targets.

Command Undead
Added augment to boost DC. Considering adding augment to increase number of targets.

Cone of Cold
No longer scales with level; added augment to increase damage dice and save DC.

Confusion
Added augment to increase save DC.

Contagion
Added augment to increase initial save DCs.

Control Plants
Added augment to increase DC. Considering changing target to a single plant creature and adding an augment to affect additionals.

Control Undead
Added augment to increase DC. Considering changing target to a single undead and adding an augment to affect additionals.

Control Winds
No longer scales with caster level; added augment to alter winds by more strength categories.

Create Greater Undead
No longer scales with caster level; augment required to create different undead.

Create Undead
No longer scales with caster level; augment required to create different undead.

Creeping Doom
No longer scales with caster level; augment required to summon additional swarms.

Crushing Despair
Added augment to increase penalties and save DC.

Crushing Hand
Merged with interposing hand to create force hand.

Cure
New spell, replaces cure critical wounds, cure light wounds, cure minor wounds, cure moderate wounds, and cure serious wounds.

Cure, Mass
New spell, replaces mass cure critical wounds, mass cure light wounds, mass cure minor wounds, mass cure moderate wounds, and mass cure serious wounds.

Cure Critical Wounds
Merged with cure light wounds to create cure.

Cure Critical Wounds, Mass
Merged with mass cure light wounds to create mass cure.

Cure Light Wounds
Changed to cure.

Cure Light Wounds, Mass
Changed to mass cure.

Cure Minor Wounds
Merged with cure light wounds to create cure.

Cure Moderate Wounds
Merged with cure light wounds to create cure.

Cure Moderate Wounds, Mass
Merged with mass cure light wounds to create mass cure.

Cure Serious Wounds
Merged with cure light wounds to create cure.

Cure Serious Wounds, Mass
Merged with mass cure light wounds to create mass cure.[/spoiler]

D Spells
[spoiler]Darkness
Darkness is natural, and can be seen through with darkvision. Augmentation added to boost size (thus removing the deeper darkness spell), and another augmentation added to make darkness supernatural (and thus block even darkvision).

Daylight
Merged with light as an augmentation.

Daze
Changed level to 1st level; added augmentation to remove type limitation and increase HD which can be affected.

Daze Monster
Merged with daze as an augmentation.

Deep Slumber
Merged with sleep as an augmentation.

Deeper Darkness
Merged with darkness as an augmentation.

Delayed Blast Fireball
Damage no longer scales with caster level; augmentation added to increase damage dice and save DC.

Detect Poison
Changed to detect disease and poison.

Detect Disease and Poison
New spell.

Dictum
Effect no longer scales with caster level; augment required to affect higher Hit Dice, and augment increases save DC.

Dimension Door
Added augment to cast spell as a move action.

Disguise Self
Defined disguise bonus as an enhancement bonus.

Disintegrate
Damage does not scale with caster level; augmentation added to increase damage taken on a failed save.

Dispel Chaos
Added augment to increase save DC and deflection bonus.

Dispel Evil
Added augment to increase save DC and deflection bonus.

Dispel Good
Added augment to increase save DC and deflection bonus.

Dispel Law
Added augment to increase save DC and deflection bonus.

Dispel Magic
Added augment to increase the maximum caster level that is allowed to be applied to the spell's dispel check.

Dispel Magic, Greater
Merged with dispel magic as an augmentation.

Disrupt Undead
Increased to first level, damage die size increased, added augment to increase damage dice.

Divine Favor
Added augment to boost the bonus granted by the spell.

Dominate Animal
Added augment to allow multiple targets to be effected, and another to allow magical beasts of low intelligence to be effected.

Dominate
New spell; replaces dominate and dominate monster.

Dominate Monster
Merged with dominate as an augmentation.

Dominate Person
Replaced with dominate.

Doom
Added augment to increase DC and increase the severity of the fear it causes.[/spoiler]

E-F Spells
[spoiler]Eagleâ,¬,,¢s Splendor
Considering adding an augment to boost enhancement bonus.

Enlarge Animal
New spell.

Enlarge Person
Added augment to effect additional targets or to increase size by multiple categories.

Enlarge Person, Mass
Merged with enlarge person as an augmentation.

Expeditious Retreat
Added augment to allow spell to be cast as a swift action.

Eyebite
Added augment to allow greater HD to be affected, and to increase the save DC.

Faithful Hound
Name changed from mage's faithful hound.

False Life
Effect changed; temporary HP gained now static unless augmentation is used.

Fear
Added augment to increase save DC.

Figmentary Image
New spell; replaces silent image and others.

Find Traps
Removed level cap on insight bonus granted.

Finger of Death
Changed damage dealt on a failed save.

Fire Seeds
Damage no longer scales automatically; added augment to increase damage and save DC.

Fire Storm
Damage no longer scales with caster level; added augment to increase damage and save DC.

Fireball
Damage no longer scales with caster level; added augment to increase damage and save DC.

Flame Blade
Removed cap on caster level based damage bonus.

Flame Strike
Damage no longer scales with caster level; added augment to increase damage and save DC.

Flaming Sphere
Damage no longer scales with caster level; added augment to increase damage and save DC.

Flare
Changed to first level; augment added to change target to a burst effect, affecting multiple targets, augment to change effect to blindness, and to increase save DCs.

Fog Cloud
Spell can now be cast under water.

Forceful Hand
Merged with hand of force.

Foxâ,¬,,¢s Cunning
Considering adding augment to boost enhancement bonus granted by this spell.

Freezing Sphere
No longer scales with caster level; added augment to scale damage and save DC.[/spoiler]

G-H Spells
[spoiler]Globe of Invulnerability
Merged with lesser globe of invulnerability; scales with augmentation.

Glyph of Warding, Greater
Merged with glyph of warding as an augmentation.

Grasping Hand
Merged with hand of force.

Gust of Wind
Added augment to increase speed and duration of the wind.

Hallucinatory Terrain
Added augment to recreate the effects of mirage arcana, which was removed and merged with this spell as an augment.

Halt Undead
Added augment to boost DC and affect additional undead.

Hand of Force
New spell, combines all of the spells based off of interposing hand; can boost strength and capabilities of hand with augmentations.

Harm
No longer scales with caster level; augmentation required to increase damage.

Heal
No longer scales with caster level; augmentation required to increase healing.

Heat Metal
Added augment to increase duration and save DC.

Heroesâ,¬,,¢ Feast
Added augment; as the augment for bless.

Hold
New spell; combines hold person, hold monster, mass hold person, and mass hold monster as augments.

Hold Animal
Added augment to boost DC, add targets, and affect magical beasts.

Hold Monster
Merged with hold as an augmentation.

Hold Monster, Mass
Merged with hold as an augmentation.

Hold Person
Replaced with hold.

Hold Person, Mass
Merged with hold as an augmentation.

Holy Aura
Added augment to boost AC bonus and save resistances.

Holy Smite
No longer scales with caster level; augment required to boost damage and save DCs.

Holy Sword
Augments as magic circle against evil.

Holy Word
Augment required to affect higher HD targets.

Horrid Wilting
No longer scales with caster level; augment required to boost damage and save Dcs.

Hypnotic Pattern
No longer scales with caster level; augment required to affect additional cumulative HD in creatures.

Hypnotism
Augment added to increase amount of creatures that can be affected and to increase save DCs.[/spoiler]

I-L Spells
[spoiler]Ice Storm
Added augment to increase duration.

Imbue with Spell Ability
Reworded spell to work with the transfer of mana points.

Incendiary Cloud
Added augment to increase damage and save DCs.

Inflict
Replaces inflict light wounds; augmentation required to boost damage.

Inflict, Mass
Replaces mass inflict light wounds; augmentation required to boost damage.

Inflict Critical Wounds
Merged with inflict as an augmentation.

Inflict Critical Wounds, Mass
Merged with mass inflict as an augmentation.

Inflict Light Wounds
Replaced with inflict

Inflict Light Wounds, Mass
Replaced with inflict mass.

Inflict Minor Wounds
Removed.

Inflict Moderate Wounds
Merged with inflict as an augmentation.

Inflict Moderate Wounds, Mass
Merged with mass inflict as an augmentation.

Inflict Serious Wounds
Merged with inflict as an augmentation.

Inflict Serious Wounds, Mass
Merged with mass inflict as an augmentation.

Insanity
Added augment to increase DC and add targets.

Insect Plague
Does not scale with caster level; augmentation required to summon additional swarms.

Interposing Hand
Merged with hand of force.

Ironwood
Added augment to make transmutation permanent.

Jump
No longer scales with caster level; augmentation required to increase skill bonus.

Lesser (Spell Name)
Any spell whose name begins with lesser is alphabetized in this chapter according to the second word of the spell name. Thus, the description of a lesser spell appears near the description of the spell on which it is based. Spell chains that have lesser spells in them include those based on the spells confusion, geas, globe of invulnerability, planar ally, planar binding, and restoration.

Light
Added augment to increase radius and turn light into natural sunlight.

Lightning Bolt
Damage no longer scales with caster level; augmentation required to scale damage and save DC.

Limited Wish
Added rules on augmentations for replicated spells.[/spoiler]

M Spells
[spoiler]Mage Armor
Added augment to increase Armor bonus to AC.

Mage Hand
Increased to 1st level, added augment to allow increase in weight and range.

Mageâ,¬,,¢s Disjunction
Renamed disjunction.

Mageâ,¬,,¢s Faithful Hound
Renamed faithful hound.

Mageâ,¬,,¢s Lucubration
Removed; wasn't applicable in an MP system.

Mageâ,¬,,¢s Magnificent Mansion
Renamed magnificent mansion.

Mage's Private Sanctum.
Renamed private sanctum.

Mage's Sword.
Renamed magic sword.

Magic Circle against Chaos/Evil/Good/Law
Augmentation added to increase AC and Save bonuses.

Magic Fang
Added augment to boost enhancement bonus and affect multiple natural weapons; merged with greater magic fang.

Magic Fang, Greater
Merged with magic fang as an augmentation.

Magic Missile
Added augmentation to boost damage or choose extra targets.

Magic Stone
Added augmentation to boost enhancement bonus.

Magic Sword
Renamed from mage's sword. Removed automatic scaling of enhancement bonus; added augmentation to increase enhancement bonus.

Magic Vestment
Reduced to first level; removed automatic scaling of enhancement bonus; added augmentation to increase duration or enhancement bonus.

Magic Weapon
Merged with greater magic weapon; removed automatic scaling of enhancement bonus; added augmentation to increase duration, range, and enhancement bonus.

Magic Weapon, Greater
Merged with magic weapon as an augmentation.

Magnificent Mansion
Name changed from mage's magnificent mansion.


Major Image
Merged with figmentary image.

Make Whole
Merged with repair damage.

Mending
Replaced with repair damage.

Meteor Swarm
Added augmentation to scale damage and save DC.

Minor Image
Merged with figmentary image as an augmentation.

Mindlink
New spell; replaces telepathic bond.

Miracle
Added augmentation to deal with replicated spells.

Mirage Arcana
Merged with hallucinatory terrain as an augmentation.

Mnemonic Enhancer
Removed; does not work well in an MP system. May reintroduce it as a spell which will allow a preparation based caster to switch out a prepared spell for a new spell.[/spoiler]

O-R Spells
[spoiler]Open/Close
Merged with mage hand.

Orderâ,¬,,¢s Wrath
Damage no longer scales with caster level; augmentation added to scale damage and increase save DC.

Owlâ,¬,,¢s Wisdom
Considering adding an augment to boost enhancement bonus.

Permanent Image
Based on figmentary image.

Persistent Image
Merged with figmentary image.

Phantom Steed
Does not automatically scale with caster level; augments required to gain new movement modes.

Planar Ally
Added augment to call additional creatures and increase the total HD of the creatures; reduced to 4th level.

Planar Ally, Greater
Merged with planar ally.

Planar Ally, Lesser
Merged with planar ally.

Planar Binding
Added augment to call additional creatures and increase the total HD of the creatures; reduced to 4th level.

Planar Binding, Greater
Merged with planar binding.

Planar Binding, Lesser
Merged with planar binding.

Polar Ray
Added secondary fatigue/exhaustion effect, as well as sustained damage for several rounds. Damage does not scale naturally with caster level; augment added to increase damage and boost save DC.

Prayer
Added augment to increase bonuses, penalties, and save DCs.

Prismatic Sphere
Added augment to increase save DCs.

Prismatic Spray
Added augment to increase save DCs.

Prismatic Wall
Added augment to increase save DCs.

Private Sanctum
Renamed from mage's private sanctum.

Programmed Image
Spell is based upon figmentary image, and augments as figmentary image.

Protection from Chaos/Evil/Good/Law
Added augment to increase bonuses.

Protection from Spells
Added augment to boost resistance bonus gained.

Prying Eyes
Added augment to replace greater prying eyes.

Prying Eyes, Greater
Merged with prying eyes as an augment.

Pyrotechnics
Added augment to increase save DCs.

Quench
Damage vs. elemental (fire) creatures does not scale with level; augment added to scale damage.

Rainbow Pattern
Added augment to affect additional HD worth of creatures and save DC.

Raise Dead
Altered text to account for mana system.

Ray of Enfeeblement
Strength penalty no longer scales with level; augment added to increase damage and save DC.

Ray of Exhaustion
Merged with ray of fatigue as an augment.

Ray of Fatigue
Replaces touch of fatigue.

Reduce Person
Added augment to decrease by two sizes, and to effect additional targets.

Reduce Person, Mass
Merged with reduce person as an augment.

Regenerate
Removed cap on healing amount (though I may change this later)

Reincarnate
Added line concerning level adjustments (I intend on reworking this spell quite a bit).

Repair
Replaces mend.

Resistance
Increased to first level; added augmentation to increase resistance bonus; duration increased to 10 minutes/level

Reverse Gravity
Area of effect no longer scales with caster level; augmentation added to increase area size and save DC.[/spoiler]

S Spells
[spoiler]Sanctuary
Added augmentation to increase save DC and add targets.

Scare
Added augment to increase DC and HD limit. (Note: consider condensing cause fear and scare into one spell).

Scorching Ray
Ray numbers no longer increase with caster levels; augmentation added to add additional rays.

Searing Light
Damage no longer scales with caster level; augmentation required to scale damage.

Shades
Added augment to augment base spell, and to increase save DCs.

Shadow Conjuration
Added augment to augment base spell, and to increase save DCs.

Shadow Conjuration, Greater
Added augment to augment base spell, and to increase save DCs.

Shadow Evocation
Added augment to augment base spell, and to increase save DCs.

Shadow Evocation, Greater
Added augment to augment base spell, and to increase save DCs.

Shapechange
Updated text to follow the psionic power greater metamorphosis.

Shatter
Damage and target size no longer scales with caster level; augmentation added to scale damage and target size.

Shield
Added augmentation to increase shield bonus to AC.

Shield of Faith
No longer scales with caster level; augmentation added to scale AC bonus.

Shield of Law
Augmentation added to increase AC and saves.

Shillelagh
Added augmentation to increase duration and enhancement bonus.

Shocking Grasp
No longer scales with caster level; augmentation added to scale damage.

Shout
Damage no longer scales with caster level; augmentation added to increase damage and save DCs.

Shout, Greater
Damage no longer scales with caster level; augmentation added to increase damage and save DCs.

Silent Image
Renamed figmentary image.

Slay Living
Changed damage for succeeded saving throw.

Sleep
Added augment to allow higher HD creatures to be affected.

Sound Burst
Added augment to increase damage and save DC.

Spell Immunity
Number of immune spells no longer increases with caster level; added augment to grant immunity to more spells and higher level spells.

Spell Immunity, Greater
Merged with spell immunity.

Spell Turning
Changed text to match reddopsi.

Spike Growth
Added augment to increase damage and search and save DCs.

Spike Stones
Added augment to increase damage and search and save DCs.

Spiritual Weapon
Changed the weapon to have the attack and damage bonus of a +1 enhanced weapon; removed the auto scaling of the weapon's damage; added augment to increase weapon's enhancement bonus.

Status
Added augment to allow status to work across planes.

Stinking Cloud
Augment added to increase save DCs.

Storm of Vengeance
Augment added to increase save DCs.

Suggestion
Added augment to add additional targets.

Suggestion, Mass
Merged with suggestion as an augmentation.

Summon Monster I-IX
Spells combined into a single summon monster; augment added to increase level of monster summoned, or increase number of monsters summoned.

Summon Natureâ,¬,,¢s Ally I-IX
Spells combined into a single summon nature's ally; augment added to increase level of creature summoned, or increase number of creatures summoned.

Sunbeam
Damage no longer scales with caster level; augment added to increase damage and save DCs.

Sunburst
Damage no longer scales with caster level; augment added to increase damage and save DCs.

Symbol of Death
Added augment to increase max HP of targets and to increase DC to find.

Symbol of Fear
Added augment to increase DC to find and save DCs.

Symbol of Insanity
Added augment to increase DC to find.

Symbol of Pain
Added augment to increase DC to find and save DCs.

Symbol of Persuasion
Added augment to increase DC to find and save DCs.

Symbol of Sleep
Added augment to increase DC to find and save DCs.

Symbol of Stunning
Added augment to increase DC to find and save DCs.

Symbol of Weakness
Added augment to increase DC to find and save DCs.[/spoiler]

T-W Spells
[spoiler]Telekinesis
Divided amongst telekinetic force, telekinetic maneuver, and telekinetic thrust.

Telekinetic Force
Formerly part of telekinesis; allows moving of objects.

Telekinetic Maneuver
Formerly part of telekinesis; allows combat actions to be taken.

Telekinetic Thrust
Formerly part of telekinesis; allows objects to be thrown.

Telepathic Bond
Replaced by mind link.

Touch of Fatigue
Replaced with ray of fatigue.

Transformation
Renamed combative transformation.

True Creation
New spell; improves upon major creation.

Unholy Aura
Added augment to increase bonuses.

Unholy Blight
Damage no longer scales with caster level; augment added to increase damage and save DCs.

Vampiric Touch
Damage no longer scales with caster level; augment added to increase damage.

Virtue
Changed to match the vigor power; increased to first level.

Waves of Exhaustion
Merged with waves of fatigue as an augmentation.

Waves of Fatigue
Augment added to produce exhausted state.

Word of Chaos
Hit Dice effected no longer scale with caster level; augmentation increases hit dice effected and save DCs.[/spoiler]
Endless Horizons: Action and adventure set in a grand world ripe for exploration.

Proud recipient of the Silver Tortoise Award for extra Krunchyness.

Xeviat

Preparation Based Casters in a Mana System

Currently, the balance between Preparation casters and Spontanious casters can be summed up like this: Preparation casters have an unlimited (or near unlimited) knowledge base, but less spells; Spontanious casters have a limited knowledge base, but more spells.

This doesn't quite work in a mana system. If one class is to have more MP than another, that difference has to be so large that either one class has too much MP or another class has too little. As we can see from the relationship between the Psion and the Erudite, a new balance has been struck: Preparation casters have less "spells known" per day, but they have a larger knowledge base.

I think that is ultimately the best way to do it. This way the Sorcerer and Wizard will have the same base MP, so there aren't issues of one class having too much or too little (the current way would give the Sorcerer 343 MP, but the Wizard would only get around 230).

So, in following with the Erudite model, I propose that the Cleric, Druid, and Wizard get a smaller number of spells to prepare each day. But instead of being like the erudite, "preparing" them when they want them and then being stuck with that for the rest of the day, I propose giving the Cleric, Druid, and Wizard 2 slots for each of their spell levels, but they have to prepare them at the beginning of the day.

I'd like to hear your thoughts on it.
Endless Horizons: Action and adventure set in a grand world ripe for exploration.

Proud recipient of the Silver Tortoise Award for extra Krunchyness.

Xeviat

Here's the zip file containing word files of the Spell List, the Spell Descriptions, and the Domain Lists. I will need help filling in the holes in the domain lists.
File: 1146129097_29_FT4672_mana_spells.zip
Endless Horizons: Action and adventure set in a grand world ripe for exploration.

Proud recipient of the Silver Tortoise Award for extra Krunchyness.

brainface

keeping clerics and druids as always having inflict/cure or summon nature's prepared seems like a good idea. (i mean, with augments, that works out to one-two spells, anyway :D)

domains seem like they'd funk up the works. maybe make clerics prepare them as any other spell, but cast at +1 level? +2 mps of augment?

if you wanted to be *complicated*, you could give them a separate mp pool for domain spells...

healing domain: i'd totally give them remove disease, lesser restoration, spells like that.
"The perfect is the enemy of the good." - Voltaire

Xeviat

Clerics always have their domain spells prepared; this is the way it was suggested for the UA's spontaneous Cleric variant, and the way I do things in my campaign setting. I will need to give the healing domain something different for it's first level spell, other than cure, if clerics will also have cure/inflict (which are only first level, but augmentable, spells).

I already have some good candidates for the Healing domain's missing spells. OH, and I completely forgot to talk about how I will handle cantrips: because cantrips are practice spells, all casters automatically know all cantrips granted by their class. There is no need to ever prepare a cantrip, but cantrips cannot be augmented. That way a character doesn't have to "waist" spells known on important/necessary spells like detect magic, read magic, or others.
Endless Horizons: Action and adventure set in a grand world ripe for exploration.

Proud recipient of the Silver Tortoise Award for extra Krunchyness.

Soup Nazi

You have come up with numerous cool new rules over the last month or so Xev, though I must say the mana-based casting system is the finest of them by far. I still plan to use it on an experimental basis some day (like when and if I ever put together a new gaming group  :ball: ).

At first I plan to just use it for sorcerers to try it out and tweak things (if they even need it, which I doubt). I suspect this will end up replacing vancian magic altogether in my future campaigns, and I for one am ecstatic that you put the kind of time and effort into this as you have. Not only that but that you shared it so openly with the community. You are a saint.

[spoiler=-NASTY-]PANTZ!  :rambo: [/spoiler]
The spoon is mightier than the sword


Saxon Douglass

I'm someone that thinks "my work is best" generally, but i've got to say that with this you've got Lotus Crane beat. Hands down.

:clap:

Live long and prosper.
Myrkwell
~ Please pop by and give some feedback.

Xeviat

Quote from: Saxon DouglassI'm someone that thinks "my work is best" generally, but i've got to say that with this you've got Lotus Crane beat. Hands down.

:clap:

Live long and prosper.

What of Lotus's was I "competing" with?

I'm glad everyone likes it. I'll put together my first draft for the Cleric/Druid/Wizard rewrites (which basically will consist of a MP progression, Spell Slot progression, Max Spells Known progression, and how to deal with spontanious casting and possibly spell mastery).

Now, I still need to know everyone's opinion on the subject of preparation based casters. Should they have a number of "slots" to prepare any spell of any level in (amounting to 11 spell slots at 20th level), or should they get 2 spell slots per spell level to prepare in. I think that they should get 2 per spell level, because they won't be truely spontanious like the Erudite.

And again, the only thing I ask in return for using my system is letting me know how it goes in use. I'd also love it if someone could use it for a PbP game here, to test it out. I'd start up a campaign, but I'm so busy with costuming right now that I hardly have the time to come online.
Endless Horizons: Action and adventure set in a grand world ripe for exploration.

Proud recipient of the Silver Tortoise Award for extra Krunchyness.

Saxon Douglass

Oh, I meant in a general sense of coming up with solutions to problems that are balanced and immediatley usable.

I would try it in my current group but half the players are new to the game, and they're all new to me as DM, so we're just working on the basics. Once we get that down though we'll fully replace the system with your own and see how we go (my groups got some min/maxers so it'll get knocked around a bit i'm sure).
Myrkwell
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Xeviat

Thanks Saxon; I'm very honored to recieve such a compliment.

Please, post any feedback. I'm also looking for someone who's good with internet code to help me put this up on this site formally.
Endless Horizons: Action and adventure set in a grand world ripe for exploration.

Proud recipient of the Silver Tortoise Award for extra Krunchyness.