Looking for some suggestions with a problem I'm having, magic system based on Ross Byers's Zelazny-casting system


Homebrew and House Rules


I've been working on some extensive new magic systems for my personal campaign setting. Nothing personal against Vancian, but my world's magic just doesn't work quite like that.

Anyway, I recently realized a bit of a problem with Mage, my prepared arcane caster based on Ross's zelazny casting system (which was a godsend when I found it, I'd been fighting with a few different approaches and its elegance made things work for me)

The issue I'm having currently lies in the interaction of metamagic and linear progression evocation spells. Normally you spend the difference in points between the spells normal level and its adjusted level to pay for a metamagic feat, but with direct damage spells such as fireball it doesn't work quite as cleanly.

For example, as a 9th level mage you could pay 9 points to cast a fireball at your full caster level, giving you a 9d6 fireball. If you pay 9 to cast an empowered fireball though (5+4 for empower)its only 7d6. I've been playing with the idea of having metamagic affect casting time instead, but am not certain if thats a good way to go.

Constructive ideas welcome.

Here is the link to Ross's original system
http://paizo.com/paizo/messageboards/community/gaming/dnd/archives/newMagic SystemZelaznyStyleSpellcasting

and here is one to a dl for my current build
http://hotfile.com/dl/117366387/eac2881/Mage.pdf.html


I am not familiar with the source you are using. However, the following thought popped into my mind. How about [Meta Magic] Spell is essentially the same things as the base Spell, but X Levels higher. Kind of like the Feats. You could assign X based on each Meta Magic tag. If a 9th level spell cost 9 points, then an Empowered 9th level spell cost 10 or 11 points.

RPG Superstar 2008 Top 32

I've been considering updating those rules for Pathfinder for quite some time (I'm estatic that you're using them, BTW).

The way I'd handle it at this point is actually by getting rid of the up-charge for evocation spells. If you're 9th level, your fireball does 9d6 damage, even if you only paid 5 points for it. Evocations aren't so good that they need that kind of a handicap. The DC change from spell level and damage caps are enough of a problem, just like with Vancian casting.


Ross Byers wrote:

I've been considering updating those rules for Pathfinder for quite some time (I'm estatic that you're using them, BTW).

The way I'd handle it at this point is actually by getting rid of the up-charge for evocation spells. If you're 9th level, your fireball does 9d6 damage, even if you only paid 5 points for it. Evocations aren't so good that they need that kind of a handicap. The DC change from spell level and damage caps are enough of a problem, just like with Vancian casting.

*grins* I love the system, and have been fiddling with it for over a year now. I think dropping the scaling cost for evocations might be the way to go, now that you mention it. I'll admit that I have made some significant modifications to a number of the basic spells to make them work better with this system, and have given evocation a bit of a boost in the manner of secondary effects based on energy type, but its all still in development. Honestly I've re-written or tweaked a vast number of spells, I'd be happy to post some examples if anyone is interested.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

If you've ever read the treatment of magic in Amber Diceless, you'll find that I consider D20 magic both too weak and too powerful for use in an Amber setting.

The other thing worth noting is that Zelazny has no such thing as a magic system even within his novels. Each magic caster works from a very different and personal paradigm.

Liberty's Edge

It seem awfully "instinctive spellcaster" friendly.

Unless I am misreading it to cast a spell without preparation a "memorization" spellcaster will spend a minimum of 1 minute (for a level 1 spell when he can cast level 9 spells) and a maximum of 10 minutes (for his highest spell level), a "instinctive" will cast in double the "regular game" casting time (so most spells would be cast as a full round action).
That in addition of a sorcerer getting more Spell Points.

RPG Superstar 2008 Top 32

Diego Rossi wrote:

It seem awfully "instinctive spellcaster" friendly.

Unless I am misreading it to cast a spell without preparation a "memorization" spellcaster will spend a minimum of 1 minute (for a level 1 spell when he can cast level 9 spells) and a maximum of 10 minutes (for his highest spell level), a "instinctive" will cast in double the "regular game" casting time (so most spells would be cast as a full round action).
That in addition of a sorcerer getting more Spell Points.

To be honest, it is. I just couldn't think of a better rule for sorcerers and their ilk. If they don't get some special consideration, they're too weak.

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Looking for some suggestions with a problem I'm having, magic system based on Ross Byers's Zelazny-casting system All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules