No More Vanician Magic


Classes

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zer0darkfire wrote:
DeltaPangaea wrote:


I'd be cool with this, although I feel like Sorcerer should have a BIT more than just an extra 4-5 points.

And letting wizards cast any spell they have in their book feels like a bit much. Maybe leave their preparation thing in place, but harshly limit the amount they can have prepared at once? Like X points worth of spell level. I dunno. Mostly just yeah, an extra 4-5 points isn't enough, that's not even one cast of higher level spells.

So, those 4-5 extra points over the wizard in actual play really feel like a huge difference. I mean, think about level 1, wizard has at most, 5 spell points, which means 5 1st level casts, while the sorcerer is chucking out 9. That would really make you feel the difference between the two styles of caster. At higher levels, say 5 for example, your wizard has 9 spell points now, but the sorcerer has 13, which doesn't sound as big of a gap, but that's at least 1 extra 3rd level spell the sorcerer could cast over the wizard and way more 2nd and 1st level spells if they don't need their highest level one.

Having the wizard being able to cast any spell in their book, but perhaps taking an extra action to consult their book to cast the spell, seems totally fine. They have to have a free hand and take an extra action, but the upside is they should just about always have the perfect spell for the job this way, making them the real "swiss army knife" of a caster, just like they should be.

I'd also suggest that we keep the current idea that some feats also increase your spell point pool and apply it to this magic system. For example, if you are a conjuration wizard and focus heavily on your school feats, you should get rewarded with more spell points as well as the new school powers.

That's really heckin' imbalanced dude. A wizard having access to all their spells, even at a slower pace, is way stronger than sorcerer not even getting one extra cast of his higher level spells.


Pathfinder Rulebook Subscriber

i like earthdawn's spell system where you have the spells you learn you can cast them all day but you have to use a what is called a spell matrix which you have few of or you could risk casting with raw magic which can cause horrors to notice you and you take feedback damage base on the level of taint in the area


DeltaPangaea wrote:
zer0darkfire wrote:
DeltaPangaea wrote:


I'd be cool with this, although I feel like Sorcerer should have a BIT more than just an extra 4-5 points.

And letting wizards cast any spell they have in their book feels like a bit much. Maybe leave their preparation thing in place, but harshly limit the amount they can have prepared at once? Like X points worth of spell level. I dunno. Mostly just yeah, an extra 4-5 points isn't enough, that's not even one cast of higher level spells.

So, those 4-5 extra points over the wizard in actual play really feel like a huge difference. I mean, think about level 1, wizard has at most, 5 spell points, which means 5 1st level casts, while the sorcerer is chucking out 9. That would really make you feel the difference between the two styles of caster. At higher levels, say 5 for example, your wizard has 9 spell points now, but the sorcerer has 13, which doesn't sound as big of a gap, but that's at least 1 extra 3rd level spell the sorcerer could cast over the wizard and way more 2nd and 1st level spells if they don't need their highest level one.

Having the wizard being able to cast any spell in their book, but perhaps taking an extra action to consult their book to cast the spell, seems totally fine. They have to have a free hand and take an extra action, but the upside is they should just about always have the perfect spell for the job this way, making them the real "swiss army knife" of a caster, just like they should be.

I'd also suggest that we keep the current idea that some feats also increase your spell point pool and apply it to this magic system. For example, if you are a conjuration wizard and focus heavily on your school feats, you should get rewarded with more spell points as well as the new school powers.

That's really heckin' imbalanced dude. A wizard having access to all their spells, even at a slower pace, is way stronger than sorcerer not even getting one extra cast of his higher level spells.

As a frequent user of besm's dynamic magic, yes giving wizards access to their entire spell list ends up as imbalanced as it is fun. Given that unlimited spells known is part of what separates wizards from sorcerers spell preparation is probably gonna have to stay to retain any balance at all.

Grand Archive

Corwin Icewolf wrote:
...

I personally disagree with both of you, adding spells to a spellbook can be extremely costly after all with obvious adjustments made to the costs under this system, but I'm not going to sit here and make an enormous post on why this would work perfectly fine or even talk much more about it all.

I suggested a different version of the magic system and voiced an opinion for Paizo to read and possibly take parts of into consideration, that's enough for me. Hopefully they will break away from Vancian spellcasting in some way.


I'm not interested in having Pathfinder break away from Vancian magic because it doesn't make any sense. Personally I find that the way it handles magic is tremendously consistent and logical.

But here's the thing:

It isn't Pathfinder. Pathfinder is at its best when it's creating its own stuff and charting its own course. This is a great opportunity to do that. Come up with a magic system that draws on the lore and flavor of Golarion, the Runelords, Ancient Azlant, Chelaxian Infernalism, Nethys' Osiriani magic, the legacy of Nex and Geb. All that cool stuff.

Honestly I understand what with rollout scheduals and release dates that we're not going to see every vestage of legacy systems of magic and spells pulled out and replaced--but I consider every step forward to be progress toward making Pathfinder it's own thing.


Pathfinder 3.0 they'll revamp the spell system entirely!

Dark Archive

Just throwing it out there
--- a skill based system like shadowrun


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Grimcleaver wrote:

I'm not interested in having Pathfinder break away from Vancian magic because it doesn't make any sense. Personally I find that the way it handles magic is tremendously consistent and logical.

But here's the thing:

It isn't Pathfinder. Pathfinder is at its best when it's creating its own stuff and charting its own course. This is a great opportunity to do that. Come up with a magic system that draws on the lore and flavor of Golarion, the Runelords, Ancient Azlant, Chelaxian Infernalism, Nethys' Osiriani magic, the legacy of Nex and Geb. All that cool stuff.

Honestly I understand what with rollout scheduals and release dates that we're not going to see every vestage of legacy systems of magic and spells pulled out and replaced--but I consider every step forward to be progress toward making Pathfinder it's own thing.

its functional but its not logical. there is no reason for instance, that a person shouldn't be able to memorize more 7th spells instead of a 9th levels spells.

spells being compartmentalize in the mind doesn't make sense. if the system were logical, then you should be able to memorize a certain amount of level of spells, and you would have the ability to organize however you want to.
the magic system much like a lot of game works, but its not really logical. much like how armor currently works in the game. functional yes, logical no


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The Narration wrote:
My biggest gripe with Vancian magic is that it's built around daily usage, which causes everything else in the game to also run on uses-per-day, which I don't think is good for balance or narrative. I'd prefer to not have to stop and nap mid-adventure.

I strongly agree with this. Particularly at lower levels, players cast their spells, and after the encounter is over, they immediately want to end the day or sleep 8 house to get back to full strength. From a strategy standpoint, it makes perfect sense, but it beaks the flow, it takes extra time, and it's not how the world works in fantasy books and media. As a GM, you can work to fight it, but that's extra work, and your hurting the party to impose your sensibilities on the players. It's not a fun problem to deal with. I'd rather have system that allows the flow of encounters to keep going with less interruption. If magic needs to be nerfed a bit, that's fine


ikarinokami wrote:
Its functional but its not logical. there is no reason for instance, that a person shouldn't be able to memorize more 7th spells instead of a 9th levels spells.

So there's so caveats when I say the Vancian magic system makes sense. For one, I'm talking about the 3rd edition take on it, not the Jack Vance based system from his far future novels where spells are living creatures that live in your brain or the early edition explanations that feel like they crib this. I'm talking about Vancian spellcasting as laid out in the box section 'What is a Spell' in the Magic section of the Player's Handbook:

"...Preparing a spell requires careful reading form a spellbook...or devout prayers or meditations....In either case preparing a spell means casting the first and lengthiest part of it. Only the very end of the spell, it's trigger, remains to be activated. After preparing a spell, the spellcaster carries it, nearly cast, in his or her mind, ready for use. To use a spell, the character completes casting it. Spellcasting might require a few special words, specific gestures, a specific item or any combination of the three. Even though most of the spell was essentially cast ahead of time during the preparation, this final action is known as 'casting' the spell."

So magic started as rituals, you'd have to spend minutes pouring over a spellbook doing long strings of gestures and intonations. Powerful, but time consuming. Then wizards discovered a way to do most of the casting in advance, leaving the last few words and gestures undone until the last moment. That's what we call spell prep--a mostly completed ritual waiting for the right moment. Wizards can only keep a few such balls in the air, however, as that's a lot of different words and gestures and component requirements to keep straight, and the rituals themselves are quite long and demanding. Thus there's only a certain number of rituals of a certain level that a wizard can keep straight depending on their level of magic. The earliest levels of spells have been known the longest, having been among the first invented, and thus have been simplified the most and made easiest to memorize and cast, though through metamagic one can tap into the power that the spells once had in older more complex forms--but at a cost.

Conceptually I love this. It makes so much sense. It's a fantastic way to see magic working. In implimentation, is it illogical? Well no, but it does have some issues. Is there anything that says that at a certain level you may only know so many spells of one level and so many of another? Probably not really, but by tradition wizards train their apprentices to hold themselves to those limits. What happens if they don't? Well for me, I'd have them roll arcana at escalating difficulty to see if they mess something up and accidentally release the wrong spell or botch the ritual and lose the spell--but as to the rules, they don't say.

Memorizing more 7th level spells instead of 9th? Well maybe, though I'm not sure it's a matter of stacking spells in your brain like Tetris blocks, so much as keeping the triggers straight and remembering where you were in each ritual when you tied it off. But could you? As a DM, I'd say sure. But you'd have to roll to see if you could keep it straight--maybe augmented by occasional Concentration checks during times of stress to make sure you didn't lose your focus and blank out the last part of one of these vastly complex spells that you're trying to keep separate in your head.

Now like I said, do I like it? Yeah, I love it. Do I think it has any business in Pathfinder? Honestly I'd like a system of magic that can accommodate a whole range of magical theories rather than trying to model everything using a very specifically Dungeons & Dragons style magic system.


Isiah.AT wrote:

One of the biggest issues that I see is that Vanician Magic is largly still being used im this edition. It is a system that was developed in the 1970's as one of the first magic system and is overly complicated and does not make sense. Due to these factors, most groups put alternative versiins in place where a spell only has to be memorized once. Vanician Magic also creates a high barrier to entry for new players and will hit you in your income.

It is simpler to have all the spell casting classes know and/or be able to prepare a certain number of spells.

All classes should be able to heighten current spells available to a higher slot. The spells have been rebalanced in this system and can accomidate this.

It is also good that cantrips are unlimited cast and scale, just as a weapon can be attacked with limitlessly and scales in this system. It would be a balance issue that punishes players for no reason if it wasn't this way.

Degrees of success as is is pretty awesome and lends more variety to outcome.

Here is a funny read that puts how ridiculous Venecianabic is:
https://tvtropes.org/pmwiki/pmwiki.php/Main/VancianMagic


After consideration and talking to an individual more wise than me, I am in support of Vancian. If you think about it in the sense that Wizards charge up a spells magic during their preperation for quick release later, it makes sense. It is also balanced and differentiates spontaneous casters from non-spontanious casters. This lack of differentiation is on of the big reasons why Wizard and Sorcerer have huge power gaps.

A core mechanic of pathfinder and D&D is resource management, which is particularly true for casters since they are bending reality. There has to be a limit or casters will make the game unfun.

In anycase, at least there is conversation on this topic.

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