I really don't like the casting system - not the spell level or casting time or anything like that, just the fact that for, say, a first level wizard you can cast 2 first level spells and you're spent. Further, it took you eight hours to properly prepare those two spells. The party's wizard may as well head back to the inn and get drunk for all the good they'll be after the fact. If they charged by the hour for their services, they wouldn't earn much, as be basically useless after. That's why I always said you get your actual ability score modifier, not just one extra spell for having a mod between +1 and +4. I mean sure, I get that hedge wizards are nothing to write ballards about (written by that inn's local entertainment, who sings a jaunty jig about how the mighty, awe-inspiring, terrifyingly powerful wizard cast two magic missiles and then headed back home because clearly his work here was done).
(Speaking of wizards and bards, don't the pair seem more suited to npc's than adventurers?)
Anyway, I was unable to sleep last night and had this kind of thing stuck on my mind (for a few months now). I've written up ideas for cool-down (ala world of warcraft, dragon age), recharge (my own idea), and mana. Let me know what you think.
General: should these apply to per-day class and race abilities? (ie: Turn Undead, Smite Evil, Bard Song, Barbarian Rage&hellip
Cool-down
This system allows wizards, clerics, druids and the like to cast spells more often than their current, extremely limited, amount per day. Further, it allows them to do so spontaneously (in the cleric and druid’s case all spells), like sorcerers. It evens the playing field for Vancian (prepare-fire-forget) casters who have to prepare spells ahead of time, need prior notice of the obstacles ahead, and 8 hours rest to prepare for casting a single spell, once – if they don’t have the spell at hand, they have to find somewhere safe to prepare, distraction-free and danger-free, and still their casting options are severely limited at low levels.
Having a spell cool-down system allows continuous casting, although wizards and the like do still have to wait while the spell they just cast recharges.
With a cool-down, casters can cast a spell, wait a bit then cast it again. They can choose to cast a different spell, if they have spells per day left. You still use up spells per day. What this allows is flexibility in spell choice, not in actual casting limits.
The cool-down amount is very simple: basically, the time it takes to actually cast the spell – free, single or full-round (or more); plus a number of rounds equal to the spell level. So, if wizard casts Magic Missile, they have to wait one round to cast it again. A spell like Antipathy, however, which takes an hour to cast, requires the wizard to wait 1 hour + 8 rounds for an 8th-level spell. Arcane Eye which takes ten minutes requires a ten minute wait + another 4 rounds as it is a 4th-level spell.
In all other respects, spell-casting is as written: spells per day remain the same, as do spells known and bonuses to Intelligence, Wisdom and Charisma affecting potency and number of spells, etc. All components must be observed, except with metamagic feats. Material components must still be in the caster’s possession, and are used up in the casting. Bards and Sorcerers follow this rule as well, but otherwise retain all their class-specific benefits such as Bard Song, weapon and armour proficiencies, skill allocation, etc.
Spell Mastery: the feat Spell Mastery is altered; instead of some spells being spontaneous whereas the rest are prepared, the wizard can now choose a specific spell, such as Fireball, and be able to cast it a number of times per day equal to their Intelligence modifier, without affecting their spells per day quota. That one spell is independent of their repertoire, although they have to rest to regain use of that particular spell.
Cool-down doesn’t apply just to spells, it also applies to class features. Daily abilities count as spells under this system; the character must wait a period equal to the action it took to activate the ability, plus half of the relevant class level, rounded down. For example, a 5th level paladin can use Smite Evil twice per day, waiting two rounds and being able to use the ability as per usual.
Action Points, if used, can either allow an additional use of a class ability or spell or to negate the wait time, but not both, unless the character can use two action points per round.
- Spells-per-day remains unaffected, as does Spells Known where applicable – you’re still spent if you use up all your spells
- No prep or slots needed; all casters are spontaneous
- Cool-down time (in rounds) = casting time + spell level (- ½ Con Mod?)
- Intelligence still affects aspects like spells known, DCs, learning ability, etc
- Bards, Sorcerers etc?
Recharge
If cool-down seems too drastic, perhaps recharge is more appropriate for some campaigns.
With meditation, prayer, study, practice or the like, characters can prepare for an hour to regain some casting ability or use of class abilities.
A wizard can study a few key spells in their book. A cleric can pray for particular spells in the field. A paladin can regain their Smite Evil attempts.
This one hour does not constitute proper rest, and does not restore hit points, nor does it remove ability damage, as per a full 8 hours sleep. However, it does allow a character to regain some of their special powers.
In short, one hour’s focus in this manner restores 1d6+1 spell slots (any level, character’s choice), or 1d4+1 per-day abilities such as Smite Evil or Wild Shape, etc.
- Studying, praying, practicing etc for one hour restores your spellcasting, but not your health, ability damage, etc.
- Possibly only a portion, ie: your relevant ability (Int for Wizards)
Mana Points
MP cost = spell level x 4
Max MP = class level x ability modifier x 4
Spell Level
|
MP cost
|
1
|
4
|
2
|
8
|
3
|
12
|
4
|
16
|
5
|
20
|
6
|
24
|
7
|
28
|
8
|
32
|
9
|
36
|
|
Maximum MP
|
Class Level
|
Relevant Ability Modifier
|
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
1
|
4
|
8
|
12
|
16
|
20
|
24
|
28
|
32
|
36
|
40
|
2
|
8
|
16
|
24
|
32
|
40
|
48
|
56
|
64
|
72
|
80
|
3
|
12
|
24
|
36
|
48
|
60
|
72
|
84
|
96
|
108
|
120
|
4
|
16
|
32
|
48
|
64
|
80
|
96
|
112
|
128
|
144
|
160
|
5
|
20
|
40
|
60
|
80
|
100
|
120
|
140
|
160
|
180
|
200
|
6
|
24
|
48
|
72
|
96
|
120
|
144
|
168
|
192
|
216
|
240
|
7
|
28
|
56
|
84
|
112
|
140
|
168
|
196
|
224
|
252
|
280
|
8
|
32
|
64
|
96
|
128
|
160
|
192
|
224
|
256
|
288
|
320
|
9
|
36
|
72
|
108
|
144
|
180
|
216
|
252
|
288
|
324
|
360
|
10
|
40
|
80
|
120
|
160
|
200
|
240
|
280
|
320
|
360
|
400
|
11
|
44
|
88
|
132
|
176
|
220
|
264
|
308
|
352
|
396
|
440
|
12
|
48
|
96
|
144
|
192
|
240
|
288
|
336
|
384
|
432
|
480
|
13
|
52
|
104
|
156
|
208
|
260
|
312
|
364
|
416
|
468
|
520
|
14
|
56
|
112
|
168
|
224
|
280
|
336
|
392
|
448
|
504
|
560
|
15
|
60
|
120
|
180
|
240
|
300
|
360
|
420
|
480
|
540
|
600
|
16
|
64
|
128
|
192
|
256
|
320
|
384
|
448
|
512
|
576
|
640
|
17
|
68
|
136
|
204
|
272
|
340
|
408
|
476
|
544
|
612
|
680
|
18
|
72
|
144
|
216
|
288
|
360
|
432
|
504
|
576
|
648
|
720
|
19
|
76
|
152
|
228
|
304
|
380
|
456
|
532
|
608
|
684
|
760
|
20
|
80
|
160
|
240
|
320
|
400
|
480
|
560
|
640
|
720
|
800
|
21
|
84
|
168
|
252
|
336
|
420
|
504
|
588
|
672
|
756
|
840
|
22
|
88
|
176
|
264
|
352
|
440
|
528
|
616
|
704
|
792
|
880
|
23
|
92
|
184
|
276
|
368
|
460
|
552
|
644
|
736
|
828
|
920
|
24
|
96
|
192
|
288
|
384
|
480
|
576
|
672
|
768
|
864
|
960
|
25
|
100
|
200
|
300
|
400
|
500
|
600
|
700
|
800
|
900
|
1000
|
26
|
104
|
208
|
312
|
416
|
520
|
624
|
728
|
832
|
936
|
1040
|
27
|
108
|
216
|
324
|
432
|
540
|
648
|
756
|
864
|
972
|
1080
|
28
|
112
|
224
|
336
|
448
|
560
|
672
|
784
|
896
|
1008
|
1120
|
29
|
116
|
232
|
348
|
464
|
580
|
696
|
812
|
928
|
1044
|
1160
|
30
|
120
|
240
|
360
|
480
|
600
|
720
|
840
|
960
|
1080
|
1200
|
Converting to a mana system has it’s own issues: if mana is involved, how does one replenish it? Rest, for one. Otherwise, one needs spells, which should probably be limited to divine in nature. Then there’s potions – how does one get around using MP to regain MP? EXP sacrifice? I think I saw on this forum somwhere, an idea for mana potions and the crafting thereof...