Magic... with consequences?


Homebrew and House Rules

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Mirror, Mirror wrote:
The Speaker in Dreams wrote:
LilithsThrall wrote:
I suggested that wizards not be limited in their spells per day. A first level wizard can cast a first level spell as often as he wants throughout the day - though there's always a chance for spell failure and/or spell fumble.

Definitely will revolve around Sorcerer's and wizards being differentiated again ... maybe Sorcerer's can make their DC's easier? (still highly restricted casting list?)

I propose that Sorcerers have NO failure/fumble chance. They are innately magical (Bloodline), and so can channel thier very small spell list without fail.

Wizards prepare spells (with slots), but can continue to cast those spells indefinitly. They still need to have a spell book. However, they must make a concentration check every time they cast. When they fail, they take 1pt INT(CHA, WIS?) dmg/spell lvl as their mind begins to unwravel as the arcane energies are released chaotically.

Alternatively, look up the old 2nd Ed Wild Surge chart for additional effects.

This results in Wizards being OK, having great power with their lower level spells, but risking all when casting higher level spells. Sorcerers just take the easy route, and so they become mechanically equal to Wizards.

A difference already exists between Wizards and Sorcerers. Wizards are Int-based. Sorcerers are Cha-based.

Any difference between those two classes should emphasize that difference. Sorcerers should focus on spells which deceive people or charm them or spells involving making deals with extraplanar beings.
I see no reason to add any additional difference between the two classes.


LilithsThrall wrote:

A difference already exists between Wizards and Sorcerers. Wizards are Int-based. Sorcerers are Cha-based.

Any difference between those two classes should emphasize that difference. Sorcerers should focus on spells which deceive people or charm them or spells involving making deals with extraplanar beings.
I see no reason to add any additional difference between the two classes.

Um, how about Sorcerers are spont casters, Wizards are prepared casters, and and difference between those two classes should emphasize that difference?

You chose one of the differences as being primary. I choose another. No need to pigeonhole the Sorcerers as decitful charlatains or devil's advocates.


Cartigan wrote:
And everyone stops playing Wizards.

You sure? Build a Wizard with lots of low-level spells. You can mage-armor the party, invisible everyone, etc, all day long without ever running out of spells. You just take a risk when casting a higher level spell. And look at that check DC. Really, you focus on maximizing it, cast mostly low level buffs (1min/lvl is now plenty, since you can re-cast at will), then only risk it when pressed.

I would play a Wizard like this. Or a Druid. Barkskin the party and cast CLW at will...

Sovereign Court

Adventure Path Charter Subscriber; Pathfinder Adventure, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Personally, I like roleplaying characters! Raistlin was a totally kick-donkey wizard with a handicap...and a story.


Mirror, Mirror wrote:
LilithsThrall wrote:

A difference already exists between Wizards and Sorcerers. Wizards are Int-based. Sorcerers are Cha-based.

Any difference between those two classes should emphasize that difference. Sorcerers should focus on spells which deceive people or charm them or spells involving making deals with extraplanar beings.
I see no reason to add any additional difference between the two classes.

Um, how about Sorcerers are spont casters, Wizards are prepared casters, and and difference between those two classes should emphasize that difference?

You chose one of the differences as being primary. I choose another. No need to pigeonhole the Sorcerers as decitful charlatains or devil's advocates.

If the magic system that is being suggested in this thread is implemented, the "Sorcerers are spont casters, Wizards are prepared casters" difference goes away.

And, in my opinion, it was never a very good distinction to begin with. Sorcerers are the godchildren of the 1e Illusionist - an arcane casting core class separate from the magic-user which had CHA as a prime req. And a CHA-based primary caster is a concept which goes beyond "deceitful charlatans or devil's advocates". The concept can include ambassadors, shi'ar, alienists, necromancers (as in "those who speak with the dead"), and a lot of other concepts. "CHA-based caster" is every bit as flexible in concept as "INT-based caster" and is certainly much more flexible than "INT-based caster with a spell book". I'd argue that the "magician as scholar" and the "magician as he who consorts with supernatural beings" are the two root archetypes of nearly all magician types in fantasy literature.

Sovereign Court

The Speaker in Dreams wrote:
Marcus Aurelius wrote:
Wrote .... interesting stuff.
Well, the big problem is that those of us on the "let's try something different" side are trying to limit magic more from the story/utility side. Making magic more "magical" vs. Magic-Marts-R-Us (seeming default by standard rules now).

Don't get me wrong, I do see the issue where magic becomes too predictable and it's something I've always thought about during my years of fantasy gaming. I guess I'm being a little Devil's advocate here because I have spellcaster players who might start getting irritated if I decided to introduce rules to limit spellcaster abilities.

The Speaker in Dreams wrote:


So, if your premise is that casters have studied more, and so have already 'tamed' magic, it's not going to work for us - at all. It's the diametric opposite of what we're gunning for - follow? Magic "can't be safe" - EVER is more where we're aiming.

Well I'm not actually saying that spell casters have "tamed" magic per se, but rather that the current published spells have been tried and tested over a long time, and no longer produce side effects.

But I'm not dismissing the arguments you are making out of hand, I'm just wondering how much of a rewrite of core 3.5/Pathfinder concepts would be required to achieve this danger factor. I find my spell caster players complain regularly that they spend most of their low level gaming being ornamental objects rather than contributing PCs, especially during combat, and that the powers they gain at high levels are a reward for their restrictions at lower levels. Now if the people in this thread could come up with some alternate rules that include your premises and yet don't put players off playing spell casters then I would be the first to applaud it.

Alternatively we could further empower non spell casting characters at higher levels to offset the power of magic, but I have a feeling that this would result in a kind of "arms race", where the spell caster PCs are bemoaning once again that the non-spell casters are more powerful than they should be and in return the spell caster should be further empowered too... and so on.

The Speaker in Dreams wrote:


I'm not sure I'm speaking for everyone on the "moderate magic" side, but I'd bet most of us look at it in these terms to some degree. Magic, currently, is FAR more powerful than everything else, with little to restrict it, and nothing to flesh it out game-mechanically with anything really interesting (ie: rareness/uniqueness/PC exceptionality in pursuing it and mastering it, etc). It's too "clean" and "perfect" right now, and we're looking for a way to add some mystery, mystique and flavor into it mechanically.

I certainly agree that magic has to a greater or lesser degree become mundane, and I do feel that it is a little too "clean" and "perfect", and this has been an issue since ed. 1 of the rules, where spells are listed.

Instead of using the pre-published spell-listings of the core rules we could allow spell-casters to define their own spell based on their understanding of the forces that allow magic to be cast. In other words magic is designed by the player based on spell school, spell level knowledge(arcana), spellcraft and other skills, and maybe feats too. When he casts a spell of his/her own devising then there should be the chance of catastrophic spell failure causing major negative effects, misfire causing minor negative effects or a fizzle (where the spell simply fails). Negative results caused by such failure would be linked to the spell school (e.g. A high level necromancy spell kills a random party member, or enemy, a transmutaion spell might cause an unintended polymorph. In fact as I remember teleport spells in earlier versions of the great game had errors built in. This would, however, result in a big rules change

So, instead, maybe we could add to spell listings error casting conditions based on a set of rules, and that every time any spell is cast the caster must make a spellcraft check DC10 + spell level to see if the failed spell causes major, minor or fizzle backfire.

For example: A failed spellcraft check OR an AoO that successfully disrupts the spell caster's concentration could result in a percentile roll:

01-50 Spell Fails (fizzles)
51-90 Spell causes minor random unintended and/or detrimental effect
91-00 Spell causes major random unintended and/or detrimental effect

So the upshot of this is that the use of magic would then be linked to skill levels and feats and would no longer be as predictable as it currently is. It would still require a considerable rewrite of spell usage and spell descriptions but it would certainly make spell casting a little less predictable and dangerous. But most of all it wouldn't break the current rule system, because it could be used optionally by the GM.


Mirror, Mirror wrote:
Cartigan wrote:
And everyone stops playing Wizards.
You sure? Build a Wizard with lots of low-level spells. You can mage-armor the party, invisible everyone, etc, all day long without ever running out of spells.

Lovely, you just turned the Wizard into a primary buffer - like the Bard.

Remind me, how popular is the Bard class now compared to other core classes?

I think if you take any random group of 100 people and ask them "would you rather play a Wizard or a Bard?", you'll see more people wanting to play a Wizard. Your idea of turning the Wizard into a Bard isn't going to win you a lot of converts.


Mirror, Mirror wrote:
Cartigan wrote:
And everyone stops playing Wizards.
You sure?

Let's see. The proposal is "The sorcerer can casts spells normally just like now and the Wizard might go stark raving mad when casting spells." Yeah, 100% sure. Especially with the changes to how Concentration works in Pathfinder compared to 3.5.


LilithsThrall wrote:
Mirror, Mirror wrote:
Cartigan wrote:
And everyone stops playing Wizards.
You sure? Build a Wizard with lots of low-level spells. You can mage-armor the party, invisible everyone, etc, all day long without ever running out of spells.

Lovely, you just turned the Wizard into a primary buffer - like the Bard.

Remind me, how popular is the Bard class now compared to other core classes?

I think if you take any random group of 100 people and ask them "would you rather play a Wizard or a Bard?", you'll see more people wanting to play a Wizard. Your idea of turning the Wizard into a Bard isn't going to win you a lot of converts.

One who can cast fireball, lightning bolt, plenty of walls, and lots of other spells at will...


Caineach wrote:
LilithsThrall wrote:
Mirror, Mirror wrote:
Cartigan wrote:
And everyone stops playing Wizards.
You sure? Build a Wizard with lots of low-level spells. You can mage-armor the party, invisible everyone, etc, all day long without ever running out of spells.

Lovely, you just turned the Wizard into a primary buffer - like the Bard.

Remind me, how popular is the Bard class now compared to other core classes?

I think if you take any random group of 100 people and ask them "would you rather play a Wizard or a Bard?", you'll see more people wanting to play a Wizard. Your idea of turning the Wizard into a Bard isn't going to win you a lot of converts.

One who can cast fireball, lightning bolt, plenty of walls, and lots of other spells at will...

Okay, a 2e Bard. It still wasn't highly played.


LilithsThrall wrote:
Caineach wrote:

...

One who can cast fireball, lightning bolt, plenty of walls, and lots of other spells at will...
Okay, a 2e Bard. It still wasn't highly played.

Most high level casters I see rarely cast spells higher than 3rd or 4th level unless they want a really grandeos effect. I don't think it would change how most players play high level characters significantly, and know many people who would still play a caster with those restrictions.


Caineach wrote:
LilithsThrall wrote:
Caineach wrote:

...

One who can cast fireball, lightning bolt, plenty of walls, and lots of other spells at will...
Okay, a 2e Bard. It still wasn't highly played.
Most high level casters I see rarely cast spells higher than 3rd or 4th level unless they want a really grandeos effect. I don't think it would change how most players play high level characters significantly, and know many people who would still play a caster with those restrictions.

And what about low level and med-level casters?

But, really, the big problem isn't that the caster will focus on low level spells, but that he can cast those low level spells without limit.

The current spell list does not work with being able to cast spells all day long without limit or risk.


LilithsThrall wrote:
Caineach wrote:
LilithsThrall wrote:
Caineach wrote:

...

One who can cast fireball, lightning bolt, plenty of walls, and lots of other spells at will...
Okay, a 2e Bard. It still wasn't highly played.
Most high level casters I see rarely cast spells higher than 3rd or 4th level unless they want a really grandeos effect. I don't think it would change how most players play high level characters significantly, and know many people who would still play a caster with those restrictions.
And what about low level and med-level casters?

Your highest spell level is very powerful, no matter what level you are talking about. And at 2-4 spells per day, it doesn't do you nearly as much as your lower level spells. I see this as an increase in overall utility at a decrease in my max power, and have no problem with that trade off.

And to your ninja edits:
How is casting lots of low level spells game breaking. You can pretty much do it with magic items that are cheap by the time you are talking. Wands of Magic Missile replace actually memorizing it. Flooding low level spells wont change the dynamic that much, since the players can already do it.


Caineach wrote:
LilithsThrall wrote:
Caineach wrote:

...

One who can cast fireball, lightning bolt, plenty of walls, and lots of other spells at will...
Okay, a 2e Bard. It still wasn't highly played.
Most high level casters I see rarely cast spells higher than 3rd or 4th level unless they want a really grandeos effect. I don't think it would change how most players play high level characters significantly, and know many people who would still play a caster with those restrictions.

This. And if you want blasting, look at the following spells at-will:

Magic Missile
Burning Hands
Ray of Enfeeblement
Scorching Ray
Acid Arrow

FIREBALL! AT FREAKING WILL!!

I really fail to see the problem. I can give the entire party Cat's Grace, Mage Armor, and STILL cast Magic Missile and Scorching Ray all day. Yes, there is a risk (so you don't actually want to do it frivilously), but you still get to cast as many Summon Monster spells as you like.

And the 2nd Ed Bard with 3.x spont casting and abilities would be great. OP, in fact. Anyone who took Wizard instead of the Bard has an unnatural aversion to the class, and should take sensativity classes.


Someone mentioned Shadowrun in which spellcasters always have to roll for casting (in which they may fail) and drain (they take drain no matter what even if it's one point). Even though these rules were in place, many people still wanted to play casters even if they would pass out after a particularly impressive spell. Check it out!!

Does anyone use the GameMastery critical hit and fumble decks? Both have a Magic section on each card for crits and fumbles. So my question then became "Then what is a caster rolling to cast a (any) spell?" Since magic works the way it does in the core rules the answer was nothing but Game Mastery still has it on their cards.

I decided to do the 10+ spellcraft vs. 10 +spell level+ 1/2 caster level
just to make it work and it does. Peeps love rolling crits w/ magic 'cause the cards give awesome crit options. On the other hand I get to laugh maniacally when they roll a 1.

Also, throw in a Mord'Sith from Terry Goodkind's [i]The Sword of Truth[i] series into the mix every once and awhile, that'll rattle them. Mwooo hah ha ha ha


Mirror, Mirror wrote:
Caineach wrote:
LilithsThrall wrote:
Caineach wrote:

...

One who can cast fireball, lightning bolt, plenty of walls, and lots of other spells at will...
Okay, a 2e Bard. It still wasn't highly played.
Most high level casters I see rarely cast spells higher than 3rd or 4th level unless they want a really grandeos effect. I don't think it would change how most players play high level characters significantly, and know many people who would still play a caster with those restrictions.

This. And if you want blasting, look at the following spells at-will:

Magic Missile
Burning Hands
Ray of Enfeeblement
Scorching Ray
Acid Arrow

FIREBALL! AT FREAKING WILL!!

I really fail to see the problem. I can give the entire party Cat's Grace, Mage Armor, and STILL cast Magic Missile and Scorching Ray all day. Yes, there is a risk (so you don't actually want to do it frivilously), but you still get to cast as many Summon Monster spells as you like.

And the 2nd Ed Bard with 3.x spont casting and abilities would be great. OP, in fact. Anyone who took Wizard instead of the Bard has an unnatural aversion to the class, and should take sensativity classes.

There is another problem as well.

With your setup, a party with a Wizard is going to be vastly more powerful than a party without a Wizard of the same level.
That's going to be hell to GM.


LilithsThrall wrote:
Mirror, Mirror wrote:
Caineach wrote:
LilithsThrall wrote:
Caineach wrote:

...

One who can cast fireball, lightning bolt, plenty of walls, and lots of other spells at will...
Okay, a 2e Bard. It still wasn't highly played.
Most high level casters I see rarely cast spells higher than 3rd or 4th level unless they want a really grandeos effect. I don't think it would change how most players play high level characters significantly, and know many people who would still play a caster with those restrictions.

This. And if you want blasting, look at the following spells at-will:

Magic Missile
Burning Hands
Ray of Enfeeblement
Scorching Ray
Acid Arrow

FIREBALL! AT FREAKING WILL!!

I really fail to see the problem. I can give the entire party Cat's Grace, Mage Armor, and STILL cast Magic Missile and Scorching Ray all day. Yes, there is a risk (so you don't actually want to do it frivilously), but you still get to cast as many Summon Monster spells as you like.

And the 2nd Ed Bard with 3.x spont casting and abilities would be great. OP, in fact. Anyone who took Wizard instead of the Bard has an unnatural aversion to the class, and should take sensativity classes.

There is another problem as well.

With your setup, a party with a Wizard is going to be vastly more powerful than a party without a Wizard of the same level.
That's going to be hell to GM.

People already claim that now. Its no real change. And all those abilities are available to non-wizards, just not necesarily at will. I don't see how this would change it significantly.


Caineach wrote:
People already claim that now. Its no real change. And all those abilities are available to non-wizards, just not necesarily at will. I don't see how this would change it significantly.

Not to mention the concentration check actively discourages the Wizard from casting too many times. I see less a power explosion than a greater variability in the power curve. One botched spell could seriously hinder the caster, while a string of successes let's them cast with seeming impunity.


Mirror, Mirror wrote:
Caineach wrote:
People already claim that now. Its no real change. And all those abilities are available to non-wizards, just not necesarily at will. I don't see how this would change it significantly.
Not to mention the concentration check actively discourages the Wizard from casting too many times. I see less a power explosion than a greater variability in the power curve. One botched spell could seriously hinder the caster, while a string of successes let's them cast with seeming impunity.

Which would make it even harder for the GM to balance the game since a series of botched rolls could unexpectedly, suddenly affect the power level of the group until they get back to the city.


Caineach wrote:

People already claim that now. Its no real change. And all those abilities are available to non-wizards, just not necesarily at will. I don't see how this would change it significantly.

You want to give the Rogues, in effect, all rings of invsibility, give the fighters all substantial bonuses to hit, give the spell casters unlimited protection from arrows, give all the characters unlimited protection from energy and protection from mind control and all of this -in addition to- their magic items already alloted AND you us to believe that this won't have an affect on the game?

Are you sure you want to stick to that assertion?


LilithsThrall wrote:
Caineach wrote:

People already claim that now. Its no real change. And all those abilities are available to non-wizards, just not necesarily at will. I don't see how this would change it significantly.

You want to give the Rogues, in effect, all rings of invsibility, give the fighters all substantial bonuses to hit, give the spell casters unlimited protection from arrows, give all the characters unlimited protection from energy and protection from mind control and all of this -in addition to- their magic items already alloted AND you us to believe that this won't have an affect on the game?

Are you sure you want to stick to that assertion?

Wait. You complained the Wiz would just become a party buffer and implied it would be unpopular because it would be seen a weak (Bard).

Now you claim a party buffer of this sort would be OP?

Could we get come consistancy here? What specifically do you think will make it more difficult?

As for the DM challenge, it's not unlike a save that the majority of the party fails. What should have been a trivial encounter turns into a TPK. This is really no different.


Mirror, Mirror wrote:


Wait. You complained the Wiz would just become a party buffer and implied it would be unpopular because it would be seen a weak (Bard).

Now you claim a party buffer of this sort would be OP?

I never said it would be weak, I said it wouldn't be popular.

Mirror, Mirror wrote:


As for the DM challenge, it's not unlike a save that the majority of the party fails. What should have been a trivial encounter turns into a TPK. This is really no different.

Yes, it is. Because we're not talking about one incidental TPK. We're talking about putting the party in a situation where, over an extended period of time, they run a much higher risk of a TPK. It's really not the same thing at all.


LilithsThrall wrote:
Yes, it is. Because we're not talking about one incidental TPK. We're talking about putting the party in a situation where, over an extended period of time, they run a much higher risk of a TPK. It's really not the same thing at all.

A Wiz with a 16 INT could suffer the loss of 5 1st lvl spells before they were unable to cast. With a Cleric (who would also run a risk), a Lesser Restoration cures 1d4 stat damage.

I just don't see this being an issue after 3rd lvl.

Although, I must admit we do not play with the standard concentration DC. Instead, we play with 10+[spell level*2]. I like the bell curve better with this formula, and it makes the DC's higher for top level spells (24 vs 28 for 9th lvl), while making it an easier check on lower level spells (12 vs 16 for 1st lvl). Also, the curve benefits spells 4th lvl and lower while penalizing spells 5th lvl and higher.


Mirror, Mirror wrote:
LilithsThrall wrote:
Yes, it is. Because we're not talking about one incidental TPK. We're talking about putting the party in a situation where, over an extended period of time, they run a much higher risk of a TPK. It's really not the same thing at all.

A Wiz with a 16 INT could suffer the loss of 5 1st lvl spells before they were unable to cast. With a Cleric (who would also run a risk), a Lesser Restoration cures 1d4 stat damage.

I just don't see this being an issue after 3rd lvl.

Although, I must admit we do not play with the standard concentration DC. Instead, we play with 10+[spell level*2]. I like the bell curve better with this formula, and it makes the DC's higher for top level spells (24 vs 28 for 9th lvl), while making it an easier check on lower level spells (12 vs 16 for 1st lvl). Also, the curve benefits spells 4th lvl and lower while penalizing spells 5th lvl and higher.

If you're going to grind the wizard down to the point where he is no longer able to cast, it's worth keeping in mind that, as he's sliding down this hole, he's also making the spells he'll cast later (in combat) easier and easier to save against.

You argued earlier that you weren't pushing for the Wizard becoming just a buffer. But this most recent line of reasoning you've given us suggests otherwise.


LilithsThrall wrote:

If you're going to grind the wizard down to the point where he is no longer able to cast, it's worth keeping in mind that, as he's sliding down this hole, he's also making the spells he'll cast later (in combat) easier and easier to save against.

You argued earlier that you weren't pushing for the Wizard becoming just a buffer. But this most recent line of reasoning you've given us suggests otherwise.

Not really. First of all, my DM always makes the save. Always. I look for spells with NO saves. Magic Missile and Scorching Ray are both no-save. I consider those staple Wiz blasting spells.

And concentration DC 28 for a 17 lvl caster is...still easy. Especially since you can count in their +8 INT (reasonable, I think). +25 to a DC 28 roll is easy, just not automatic.

Run the numbers. Take a look. At all spots along the way, the DC is NEVER as hard as it is at 1st lvl under RAW. It just never becomes trivial, like it DOES under RAW.


Mirror, Mirror wrote:
LilithsThrall wrote:

If you're going to grind the wizard down to the point where he is no longer able to cast, it's worth keeping in mind that, as he's sliding down this hole, he's also making the spells he'll cast later (in combat) easier and easier to save against.

You argued earlier that you weren't pushing for the Wizard becoming just a buffer. But this most recent line of reasoning you've given us suggests otherwise.

Not really. First of all, my DM always makes the save. Always. I look for spells with NO saves. Magic Missile and Scorching Ray are both no-save. I consider those staple Wiz blasting spells.

And concentration DC 28 for a 17 lvl caster is...still easy. Especially since you can count in their +8 INT (reasonable, I think). +25 to a DC 28 roll is easy, just not automatic.

Run the numbers. Take a look. At all spots along the way, the DC is NEVER as hard as it is at 1st lvl under RAW. It just never becomes trivial, like it DOES under RAW.

The fact that you restrict yourself to spells with no saves is irrelevant unless you are arguing that, in this system you are proposing, only spells without saves should be retained on the Wizard list.

Now, you've reversed your argument again to saying that wizards can cast those buffs (invis, bulls strength, etc.) all day long - which will create a huge swings in the power level of the group - which will make it hard to GM.


LilithsThrall wrote:
Mirror, Mirror wrote:
LilithsThrall wrote:

If you're going to grind the wizard down to the point where he is no longer able to cast, it's worth keeping in mind that, as he's sliding down this hole, he's also making the spells he'll cast later (in combat) easier and easier to save against.

You argued earlier that you weren't pushing for the Wizard becoming just a buffer. But this most recent line of reasoning you've given us suggests otherwise.

Not really. First of all, my DM always makes the save. Always. I look for spells with NO saves. Magic Missile and Scorching Ray are both no-save. I consider those staple Wiz blasting spells.

And concentration DC 28 for a 17 lvl caster is...still easy. Especially since you can count in their +8 INT (reasonable, I think). +25 to a DC 28 roll is easy, just not automatic.

Run the numbers. Take a look. At all spots along the way, the DC is NEVER as hard as it is at 1st lvl under RAW. It just never becomes trivial, like it DOES under RAW.

The fact that you restrict yourself to spells with no saves is irrelevant unless you are arguing that, in this system you are proposing, only spells without saves should be retained on the Wizard list.

Now, you've reversed your argument again to saying that wizards can cast those buffs (invis, bulls strength, etc.) all day long - which will create a huge swings in the power level of the group - which will make it hard to GM.

In my experience the only thing currently preenting them from casting those spells now is time. Not memorization. There are so many ways to get more spells per day its silly, especially for the spells you use frequently. I don't forsee that big a change.


Mirror, Mirror wrote:
LilithsThrall wrote:
Yes, it is. Because we're not talking about one incidental TPK. We're talking about putting the party in a situation where, over an extended period of time, they run a much higher risk of a TPK. It's really not the same thing at all.

A Wiz with a 16 INT could suffer the loss of 5 1st lvl spells before they were unable to cast. With a Cleric (who would also run a risk), a Lesser Restoration cures 1d4 stat damage.

I just don't see this being an issue after 3rd lvl.

Oh, I can cast Shield 5 times, Wow I am awesome!

Your system is ridiculous and ridiculously unbalanced; let's move on to the next silly proposition.


Cartigan wrote:
Your system is ridiculous and ridiculously unbalanced; let's move on to the next silly proposition.

Care to offer a reason why? A detailed reason, not an off-the-cuff insult?


Caineach wrote:
LilithsThrall wrote:
Mirror, Mirror wrote:
LilithsThrall wrote:

If you're going to grind the wizard down to the point where he is no longer able to cast, it's worth keeping in mind that, as he's sliding down this hole, he's also making the spells he'll cast later (in combat) easier and easier to save against.

You argued earlier that you weren't pushing for the Wizard becoming just a buffer. But this most recent line of reasoning you've given us suggests otherwise.

Not really. First of all, my DM always makes the save. Always. I look for spells with NO saves. Magic Missile and Scorching Ray are both no-save. I consider those staple Wiz blasting spells.

And concentration DC 28 for a 17 lvl caster is...still easy. Especially since you can count in their +8 INT (reasonable, I think). +25 to a DC 28 roll is easy, just not automatic.

Run the numbers. Take a look. At all spots along the way, the DC is NEVER as hard as it is at 1st lvl under RAW. It just never becomes trivial, like it DOES under RAW.

The fact that you restrict yourself to spells with no saves is irrelevant unless you are arguing that, in this system you are proposing, only spells without saves should be retained on the Wizard list.

Now, you've reversed your argument again to saying that wizards can cast those buffs (invis, bulls strength, etc.) all day long - which will create a huge swings in the power level of the group - which will make it hard to GM.

In my experience the only thing currently preenting them from casting those spells now is time. Not memorization. There are so many ways to get more spells per day its silly, especially for the spells you use frequently. I don't forsee that big a change.

Time is important considering these spells have a limited duration.

As for other ways, I know of none which don't impact the amount of other magic items the character can carry.


Mirror, Mirror wrote:
Cartigan wrote:
Your system is ridiculous and ridiculously unbalanced; let's move on to the next silly proposition.
Care to offer a reason why? A detailed reason, not an off-the-cuff insult?
Quote:
I propose that Sorcerers have NO failure/fumble chance

That, which I pointed out twice.

Never mind the fact that raises the question of why and how Clerics would fumble.


LilithsThrall wrote:
Caineach wrote:
LilithsThrall wrote:
Mirror, Mirror wrote:
LilithsThrall wrote:

If you're going to grind the wizard down to the point where he is no longer able to cast, it's worth keeping in mind that, as he's sliding down this hole, he's also making the spells he'll cast later (in combat) easier and easier to save against.

You argued earlier that you weren't pushing for the Wizard becoming just a buffer. But this most recent line of reasoning you've given us suggests otherwise.

Not really. First of all, my DM always makes the save. Always. I look for spells with NO saves. Magic Missile and Scorching Ray are both no-save. I consider those staple Wiz blasting spells.

And concentration DC 28 for a 17 lvl caster is...still easy. Especially since you can count in their +8 INT (reasonable, I think). +25 to a DC 28 roll is easy, just not automatic.

Run the numbers. Take a look. At all spots along the way, the DC is NEVER as hard as it is at 1st lvl under RAW. It just never becomes trivial, like it DOES under RAW.

The fact that you restrict yourself to spells with no saves is irrelevant unless you are arguing that, in this system you are proposing, only spells without saves should be retained on the Wizard list.

Now, you've reversed your argument again to saying that wizards can cast those buffs (invis, bulls strength, etc.) all day long - which will create a huge swings in the power level of the group - which will make it hard to GM.

In my experience the only thing currently preenting them from casting those spells now is time. Not memorization. There are so many ways to get more spells per day its silly, especially for the spells you use frequently. I don't forsee that big a change.

Time is important considering these spells have a limited duration.

As for other ways, I know of none which don't impact the amount of other magic items the character can carry.

Pearls of power, scrolls, and wands of lvl 1-3 spells are all cheap. They barely show up as a blip on high level mages character wealth.


Cartigan wrote:
Mirror, Mirror wrote:
Cartigan wrote:
Your system is ridiculous and ridiculously unbalanced; let's move on to the next silly proposition.
Care to offer a reason why? A detailed reason, not an off-the-cuff insult?
Quote:
I propose that Sorcerers have NO failure/fumble chance

That, which I pointed out twice.

Never mind the fact that raises the question of why and how Clerics would fumble.

And have never explained. Or given details for. Why do sorcerers NOT having a failure chance make the proposal unbalanced? Wizards gain the ability to cast their prepared spells at will, but may suffer a failure chance. Sorcerers are unchanged.

Clerics must channel the power of the Gods, or just the Divine, and so may have a lapse in conviction that results in WIS damage. Same for Druids.


Mirror, Mirror wrote:


And have never explained. Or given details for. Why do sorcerers NOT having a failure chance make the proposal unbalanced? Wizards gain the ability to cast their prepared spells at will, but may suffer a failure chance. Sorcerers are unchanged.

Because of the "NOT FAILING AT ALL" thing. Oh, and the simple "failure" results in ABILITY DAMAGE. Why play a Wizard when you can play a Sorcerer?

Like I said, let's move on to the next silly proposition already.


Cartigan wrote:
Mirror, Mirror wrote:


And have never explained. Or given details for. Why do sorcerers NOT having a failure chance make the proposal unbalanced? Wizards gain the ability to cast their prepared spells at will, but may suffer a failure chance. Sorcerers are unchanged.
Because of the "NOT FAILING AT ALL" thing. Oh, and the simple "failure" results in ABILITY DAMAGE. Why play a Wizard when you can play a Sorcerer?

Because a Wizard can get more spells per day from a larger list.


Caineach wrote:
Cartigan wrote:
Mirror, Mirror wrote:


And have never explained. Or given details for. Why do sorcerers NOT having a failure chance make the proposal unbalanced? Wizards gain the ability to cast their prepared spells at will, but may suffer a failure chance. Sorcerers are unchanged.
Because of the "NOT FAILING AT ALL" thing. Oh, and the simple "failure" results in ABILITY DAMAGE. Why play a Wizard when you can play a Sorcerer?
Because a Wizard can get more spells per day from a larger list.

And who needs "every" spell (every spell being theoretical anyway unless you find spellbooks with spells you want)? Do you all play with every Wizard spell out in front of you so you can change your daily preparations completely every rest?

Dark Archive

Kinda reminds me of the 2nd edition Sha'ir, able to cast Magic Armor on everyone in the party, over the course of 10 minutes or so, but not likely to be able to cough up a Fireball on demand.

It seemed not at all unbalanced, back then, and even a bit underpowered (since the 'wizard' would get to cast one spell in every fight, if they happened to have one ready that was useful for that fight...). For 3.0, with hours-per-level Bull's Strength, etc. it would be ridiculous, but 3.5 buff spells brought durations back down, so it probably would just be annoying.

But I'd expect that the low level spells would never be completely 'safe,' and always have a 5% chance (natural 1 on the Spellcraft check) of causing some backlash, even if it's only a couple of points of nonlethal damage or a momentary stunned condition, to discourage / limit trying to cast Mage Armor on all 30 of one's Followers. Perhaps the Spellcraft check continues accruing penalties with each casting over a certain 'kinda safe' number,' so that the 1st, 2nd and 3rd Mage Armors only botch on a 1, but you get a -1 penalty for each 1st level spell you attempt after the three you get based on your level or something. It gets even harder if you are trying to make the entire party invisible, since you might only have 2 'safe' 2nd level slots a day (assuming a 4th level Wizard here), and a cumulative -2 to the check for each attempt afterwards.

Maybe higher tier spells 'autofail' on numbers other than a natural one. Perhaps 1st to 3rd level spells autofail on a natural 1, 4th to 6th level spells on a 1 or 2, and 7th to 9th level spells on a 1, 2 or 3. A Meteor Swarm, no matter what your level or ability modifiers, always has a 15% chance of failing, and costing you 9 pts of nonlethal damage or stunning you for three rounds or something similar (or some combination of backlash effects).

There's at least a dozen ways to apply limitations, and multiple ways to buff the wizard with the other hand (allowing more slots at greater risk, allowing the use of a spell that hasn't been prepared at a risk, allowing metamagic applications at a risk, etc.).


Cartigan wrote:
Caineach wrote:
Cartigan wrote:
Mirror, Mirror wrote:


And have never explained. Or given details for. Why do sorcerers NOT having a failure chance make the proposal unbalanced? Wizards gain the ability to cast their prepared spells at will, but may suffer a failure chance. Sorcerers are unchanged.
Because of the "NOT FAILING AT ALL" thing. Oh, and the simple "failure" results in ABILITY DAMAGE. Why play a Wizard when you can play a Sorcerer?
Because a Wizard can get more spells per day from a larger list.
And who needs "every" spell (every spell being theoretical anyway unless you find spellbooks with spells you want)? Do you all play with every Wizard spell out in front of you so you can change your daily preparations completely every rest?

Yes, my group does. Many rests result in the casters changing up their spell selection. This would also allow a wizard to never have to memorize more than 1 of a given spell. That is a huge beneifit. Suddenly their spells per day and spells known at any given time are better than the sorcs, and he can change out.


To be clear, Mirror, I do prefer the idea of a spell caster being able to cast spells repeatedly per day with the only thing limiting them being an activation roll with a chance for a fumble.

I just don't think your solution is the right one to use.

I think the entire spell list would have to be redone - getting rid of most of the buffs and limiting the rest (perhaps by increasing the casting time by as much as ten times). To counter this loss of buffs, I might enhance the combat feats (and allow more Wuxia in them) and skills (for example, I consider it a shame that invis is better than sneak and I think being able to cast invis over and over again would be grossly imbalancing compared to sneak, so I'd just get rid of invis). This would have the biggest impact on the Cleric and Bard (because those two classes have the largest percentage of their spell list as buffs), but I've advocated elsewhere to just get rid of the Cleric class entirely and I much believe the Bard should be rewritten anyway, so I don't consider this to be a big problem.

Silver Crusade

caith wrote:

First, I felt this could go in the rules section, but I am looking for philosophical discussion as well as potential rules adjustments. That said...

Should magic have consequences/limitations(beyond the numerical)?

I was proofing a friend's book and realized his characters, potent magicians, still cook and clean by hand. Why wouldn't they use magic to quickly prepare their meals, and clean up afterward? Because magic in his world is chaotic and unpredictable, rather than the perfect computer accuracy with which spells are cast in D&D. One can cast a simple spell, lose control, and annihilate an entire college campus.

That got me thinking: There don't seem to be ANY consequences for casting magic in the D&D/Pathfinder construct(excepting certain spells). You point and shoot, with little or no cost. Material components generally get handwaved or Eschewed, and the hour per day of prep is integrated into normal rest time. Level 13+ sucks mostly because magic(though magic items as well) is unrestricted. If Save-or-Die extended to both the caster and the target, would you think twice about Disintegrating an enemy? If a fireball could backfire, would that limit it's use?

Moving forward, how could this be handled from a rules perspective? I'm interested in providing a consequence to spellcasting, partially for balance purposes, but mainly to create a world in which magic is valuable and rare.

You could try D20 Midnight setting. Nobody wants magic in that world because the evil cleric's demon pet can sniff it out. It's like a disturbance in the force. People will sell you out for a crumb of bread if you can cast magic or have magic on you.


Caineach wrote:


Pearls of power, scrolls, and wands of lvl...

I don't know why you keep focusing on high level mages. Low level mages would have this enhancement as well and pearls of power, scrolls, and wands can end up representing a good chunk of their available magic item allotment.

Liberty's Edge

Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber
LilithsThrall wrote:
...the 1e Illusionist - an arcane casting core class separate from the magic-user which had CHA as a prime req.

You sure about that? My dim recollection is that the requirement for a 1e Illusionist was DEX 15 or higher, and they kept the magic-user INT limitations on spell learning. It's been a while since I checked, though.


Cartigan wrote:
Caineach wrote:
Cartigan wrote:
Mirror, Mirror wrote:


And have never explained. Or given details for. Why do sorcerers NOT having a failure chance make the proposal unbalanced? Wizards gain the ability to cast their prepared spells at will, but may suffer a failure chance. Sorcerers are unchanged.
Because of the "NOT FAILING AT ALL" thing. Oh, and the simple "failure" results in ABILITY DAMAGE. Why play a Wizard when you can play a Sorcerer?
Because a Wizard can get more spells per day from a larger list.
And who needs "every" spell (every spell being theoretical anyway unless you find spellbooks with spells you want)? Do you all play with every Wizard spell out in front of you so you can change your daily preparations completely every rest?

My Wizards hunt spells like crazy so they can do JUST THAT. It's the major strength of the Wizard class! Now, they can have the best of spont AND prep, but they suffer if they fail the concentration check. Sorcerers get to bypass that, but have more limited castings and no ability to swap spells as circumstances change. That does not sound unfair. It sounds BALANCED.


John Woodford wrote:
LilithsThrall wrote:
...the 1e Illusionist - an arcane casting core class separate from the magic-user which had CHA as a prime req.

You sure about that? My dim recollection is that the requirement for a 1e Illusionist was DEX 15 or higher, and they kept the magic-user INT limitations on spell learning. It's been a while since I checked, though.

Well, I don't have the 1e book available, but I've always had a pretty good memory for anything I read (though it's not as good as when I was younger) - still, it has been a long time since I've read that class description.


LilithsThrall wrote:

To be clear, Mirror, I do prefer the idea of a spell caster being able to cast spells repeatedly per day with the only thing limiting them being an activation roll with a chance for a fumble.

I just don't think your solution is the right one to use.

That's fair. It's just a proposal, after all. I think it is only a modest power boost with a moderate risk, since the risk goes up a great deal if you try to continually cast your top spell.


Mirror, Mirror wrote:
Cartigan wrote:
Caineach wrote:
Cartigan wrote:
Mirror, Mirror wrote:


And have never explained. Or given details for. Why do sorcerers NOT having a failure chance make the proposal unbalanced? Wizards gain the ability to cast their prepared spells at will, but may suffer a failure chance. Sorcerers are unchanged.
Because of the "NOT FAILING AT ALL" thing. Oh, and the simple "failure" results in ABILITY DAMAGE. Why play a Wizard when you can play a Sorcerer?
Because a Wizard can get more spells per day from a larger list.
And who needs "every" spell (every spell being theoretical anyway unless you find spellbooks with spells you want)? Do you all play with every Wizard spell out in front of you so you can change your daily preparations completely every rest?
My Wizards hunt spells like crazy so they can do JUST THAT. It's the major strength of the Wizard class! Now, they can have the best of spont AND prep, but they suffer if they fail the concentration check. Sorcerers get to bypass that, but have more limited castings and no ability to swap spells as circumstances change. That does not sound unfair. It sounds BALANCED.

Another thing I don't like in your system - the fact that sorcerers can't fumble.

They are self-taught usually. They create spells through instinct much the way that poets create poems. But the fact is that poets do, from time to time, create bad poetry.


You could add in extra flavor in regards to high or low magic zones, religious influence of the church, or elemental influences (like cycles of the moon), etc. where casters gain a small benefit, or penalty depending on the situation. You could restrict the levels of spells available in different situations.

Another area you could add to is a ranged system, similar to melee missle weapons, where penalties are added in. This could affect spell areas as well.

There is also combat situations, like getting hit for damage, or moving while casting, that could influence your concentration roll.

The key is to add in simple broad affects in phases, versus re-writing the magic system.

All of this is available in GURPS, where the spell system is skilled based and considers the environment, patheons, range, movement, area of affect, which can all influence the difficulty of casting a spell. On top of that spells take fatigue, which is a limited resource, and you could end up being exhausted after a series of spell castings; which is similar to spells per day.


LilithsThrall wrote:

Another thing I don't like in your system - the fact that sorcerers can't fumble.

They are self-taught usually. They create spells through instinct much the way that poets create poems. But the fact is that poets do, from time to time, create bad poetry.

Well, magic flows through their veins, imbuing them with innate abilities (bloodlines), and allowing them to channel a certain number of spells effortlessly while leaving all others outside their grasp (Spells Known chart).

Mostly, I did this because Wizards are highly versatile and generally considered to be stronger mechanically than Sorcerers. With the change, there is a good reason to take a Sorcerer, and a good reason to take a Wizard. I consider that it brings both to roughly the same level.


And one could argue (as it has been argued in at least one D&D book), that the limit on Wizards spell-casting per day is because "certain spells are beyond their grasp" and it is already a safety limit.

Dark Archive

Cartigan wrote:
And one could argue (as it has been argued in at least one D&D book), that the limit on Wizards spell-casting per day is because "certain spells are beyond their grasp" and it is already a safety limit.

You hate the idea with the heat of a thousand exploding suns and won't be using anything like it.

We get it, already.

Do you have anything useful to contribute, or are you just here to crap on other people's ideas, instead of offering up some of your own?

The critical and financial success of settings and systems like Midnight, Ravenloft, Dark Sun, the Wheel of Time, Star Wars, Mage: the Ascension, GURPS, etc. indicate that *some people* like the idea of a magic-with-consequences mechanic. You don't. That's cool, too. But you don't need to post a dozen times to repeat your dislike of the idea, as we pretty much got it around the third or fourth time, as we aren't impenetrably thick-skulled.

Just as I have more interesting things to do than post a dozen times to the 'people who love onions' forum to tell everyone how much I loathe onions, I'm sure you have more interesting things to do than repeat your dislike of the ideas being tossed around in this thread.

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