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Posted: Fri Aug 03, 2007 11:39 pm
Well, I'm not sure whether this should go into Custom Creations, or DM Tools, but anyways, you should take a gander at this alternate magic system I found on the internets :/ Spell Points
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Posted: Sat Aug 04, 2007 11:29 am
Looks an awful lot like the spell point system in the back of Unearthed Arcana. They also include a system for taking fatigue as you cast spells, openning the door for the biggest twink ever.
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Chikayoseru Gekitsuu-Taco
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Posted: Sat Aug 04, 2007 1:13 pm
I was looking through it and am not liking the way that it takes low level casters and reduces their power even more than it already was.
I'mma assume that the "Sonorist", which I have never heard before, is in fact a Sorcerer, and the level one spellpoints gives them two, count them, two castings of a level one spell.
Wizards get one.
Why the hell would you use this system?
As if spell casters aren't already at a disadvantage at low levels that you need to take away more spells.
And the spell points don't seem to go up fast enough at low levels to keep spell casters on par or such with the average fighter or some-such.
I'm doing the math right now, but the Wizard evens out to the same spell casting potential at 20th level, which means I'm not seeing an advantage to this system at all at high level, and a major disadvantage at first.
And if the "Sonorist" is indeed a sorcerer, they lose the equivalent of thirty spell points at level 20, not to mention the two or more they lose in the early levels.
So, once again, why the hell would you use this system?
EDIT: Alright. I was looking over the wizards spell tree and I have to say that I'm rather embarrassed with my lack of remembering the low level wizards spell table. Spell points gives wizards exactly as many spell points per level as their spells would originally give them.
EDIT AGAIN:I found where wizards get screwed, and surprisingly, it's not at low level. Or it's farther away from low level. It takes five minutes per spell level per spell to memorize a spell. That's not incredibly bad for your low level spell caster, but for the high level ones, it takes all day to just prepare.
Three hours for four level nine spells to be memorized. Three. Hours. And that's only thirty six of their one hundred eighty spell points.
All in all it would take a level 20 wizard fifteen hours of memorization to use all of his spell points. Even with this new feat to reduce preparation time, it takes three hours. Three ******** hours for a level 20 to memorize enough spells to use all his spell points.
Plus, apparently, if too much magic is used in an area, it creates a null magic zone.
Also, people like war mages now require other casters to inscribe runes on their bodies so that they can even cast spells, so even though they can use it any number of times per day, they require the good graces of another spell caster to let them.
Also, sorcerers apparently can know more spells than they should, and all it does is increase a madness rating, which increases by one for every spell level over their maximum that they know. Now you might not think that's bad, well how about when it doesn't do anything at all for the guy until he's got at least 16 madness points? When he finally hits 16, every time he's injured he has to make a will save, DC = his madness rating. If he fails that, he rolls 1d20 and subtracts the result from his madness rating.
After that point, it's pretty much entirely up to the DM to enforce the sorcerer to follow whatever happens to him, or the player to play along with his character's madness, because effects of madness include Hallucinating, paranoia, panicking, depression, attacking anything and overreacting to everything, contracting a disease that rots their body until death and is practically irreversible unless the sorcerer dies or reduces his madness to 0 or lower or an acto of some god cures him, which, if you're able to reach that point, you've a madness rating of anywhere in between forty seven and seventy five, and the final thing is dementia, causing the character to go completely mad and become an NPC under the DM's control.
All in all, not incredibly discouraging for players to have sorcerers know too many spells for their level.
EDIT AGAIN AGAIN: Apparently wizards can re-memorize during the day after they've casted spells, which boosts the low level spellcasting vastly. The example given is that a wizard casts fireball, freeing up three spell points. If he takes the time to memorize more spells, he can. So basically, a first level wizard can go and cast his first level spell and any number of zeroes he wants, then after the battle, take the minimum fifteen minute memorization time, memorize another first level spell, and repeat the process until satisfied.
Sorcerers take one nonlethal damage per spell level per spell they cast, which, with their limited hit die, makes them retardedly weak at high levels. Ponk! You hurt 'cause of your spell!! Woo? No. Stupid.
I'm still not liking this system at all, due to the crippling problems that higher level spellcasters get, or the stupidity of "madness" or the crippling of war mages.
All in all, if I see any of you use this, I will slap you about the head until your feet bleed.
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Posted: Sat Aug 04, 2007 1:57 pm
Summary of my previous ********. Spellcasters. Over.
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Chikayoseru Gekitsuu-Taco
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Posted: Sat Aug 04, 2007 5:49 pm
Chikayoseru Gekitsuu-Taco Summary of my previous ********. Spellcasters. Over. nice anaylsis. I looked at it and said 'it looks like the spell point from unearthed. But weaker.' I didn't even bother looking it over....there's a better one in unearthed arcana after all. Anywho...thanks chaco taco.
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Posted: Sat Aug 04, 2007 8:26 pm
I wasn't saying that it's good, just drawing to peoples attention :/
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