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07:53, 28th April 2024 (GMT+0)

Dynamic Spellcasting.

Posted by ArkrimFor group 0
Arkrim
GM, 392 posts
Fri 8 Dec 2023
at 09:00
  • msg #1

Dynamic Spellcasting

Rather than learn spells and juggle spellslots, dynamic spellcasters learn general forms of magic and can generate nearly any effect appropriate for their type of magic as they see fit. They don't risk running out of spell slots but do risk an illness and injury known as "mana burn" if they over-extend themselves. This can be applied to nearly any existing d20 game that uses spells or spell-like powers.



ACQUIRING MAGIC PRACTICES

Any class, feat, or other effect that normally grants you spells, grants you one or more magical practices from the list below. A feat typically grants you one and a spellcasting class typically grants you one practice per odd level.
  • Bonus Magic Feat: You gain a magic feat such as a metamagic feat or feat that improves your magical abilities in some way.
  • Descriptor of Magic: You learn to use a particular descriptor of magic such as "earth", "electricity", "cold", "fire", or "water". You can use any spell with this descriptor of any school, but not spells with descriptors you haven't learned. For example, Firestorm is an Evocation (Air, Fire) spell. Someone who knew Air or Fire could not learn it but someone who knew Air and Fire could.
  • School of Magic: You learn to use a particular school of magic. You can use any spell in this school.



SPELLCASTING

To cast a spell, make an ability check with the mental attribute normally associated with your spellcasting class or tradition: DC 7 + (spell level x 2). You can apply metamagic to it.
  • Critical success You cast the spell and take NO Spell Stress.
  • Success You cast the spell and take (spell level) Spell Stress.
  • Failure You waste your action(s) and take (spell level) Spell Stress.
  • Critical failure You waste your action(s) and take (spell level) Mana Burn.


Concentration: Anything that would penalize concentration penalizes these checks as well as all attack rolls, saves, and checks made as part of your spell. Divide the Concentration DC by 10 and apply (the remainder)d6 as the penalty.

Blood Magic: Whenever you take Spell Stress or Mana Burn, you can choose to consume life force. Instead of taking spell stress from the effect, you take (4 + quadruple spell level) spellburn damage to your hit points. If the effect dealt mana burn, you take spell stress instead of mana burn but also take the spellburn.

Cautious Casting: If you cast cautiously, it requires +2 actions or twice as long (whichever is longer) to cast the spell but you gain advantage on this roll.

Reckless Casting: If you cast recklessly, you gain advantage on this roll but automatically take (1 + 1/2 spell level) Mana Burn.




SPELLBURN

Any attempt to cure or assuage a spellburn effect with a magical effect requires a Caster Level check against DC15 + caster level of the spell burn effect.
  • Critical success You apply the curative effect normally.
  • Success You apply the curative effect but then become afflicted by the same affliction using the remaining duration.
  • Failure The curative effect fails and you become afflicted by the same affliction as well using the remaining duration.
  • Critical failure The curative effect fails and you become afflicted by the same affliction as well using the remaining duration except you also automatically move down the condition track/stage the target is already in without getting the normal saves to resist it up to that point.




SPELL STRESS

You can accumulate a penalty to spellcasting checks called "spell stress" whenever you cast a spell. You can use the Focus action to reduce your Spell Stress by an amount equal to your spellcasting ability modifier (minimum reduction of 1) to a minimum Spell Stress of 0. You can only have Spell Stress up to level + Constitution modifier + spellcasting modifier. Any more is taken as Mana Burn instead.



MANA BURN

Mana Burn functions as and stacks its penalty with Spell Stress but cannot be removed by the Focus action. You must take a short rest to remove Mana Burn. In addition, each time you cast a spell while suffering Mana Burn, you lose 1d6 hit points per point of Mana Burn. For example, if you were suffering -3 Spell Stress and -2 Mana Burn, you'd have a -5 penalty to spellcasting checks and lose 2d6 hit points each time you cast a spell. This damage is automatically minimized on a spell check that's a critical success and automatically maximized on a critical failure.



SPELL SPECIALIZATION

A feat can allow you to specialize in 2 spells. 5e feats are rarer and give you 4 spells instead. You have a +5 bonus to spellcasting checks with these spells. You cannot specialize in more 1st-level spells than 0-level spells (cantrips), nor more 2nd than 1st, more 3rd than 2nd, and so on and so forth.
This message was last edited by the GM at 15:32, Wed 20 Dec 2023.
Arkrim
GM, 393 posts
Sat 9 Dec 2023
at 09:56
  • msg #2

Dynamic Spellcasting


CRAFTING SPELLS

Instead of using existing spells and powers found in d20 games, you can use the following rules to create your own custom spells. You invest a number of "spell levels" into your spell effects based on its total spell level to determine your effects area, components, duration, potency, range, versatility, and virulence.

Multiple multipliers are added together (x3 and x4 would be x6 rather than x12) and applied after all other levels are combined

Harmful: Harmful effects double the level cost for area, duration, and range.

Communication: Non-harmful effects that are purely mental communication or information exchanges (most Divination and Enchantment effects) cut their level cost for area, duration, and range in half (rounded up).

LevelsArea
-2Personal
01 target
2*Basic area
4+x2 the previous area size for each +2
+0x2 area but limited 1 target per area level
Basic Area: 5-foot emanation, 10-foot burst w/in close range, 15-foot cone, 50-foot cylinder w/in close range, or 50-foot line
*Requires Range 2+

LevelsCasting Time
+12Reaction
+41 action
02 actions
-23 actions
-61 minute ritual*
-1210 minute ritual*
-202 hour ritual*
-3024 hour ritual*
*Conditional spells cannot be dynamic, only learned spells can have these restrictions.
*Spells requiring 1 minute or longer to cast automatically require 3+ components.

LevelsComponents
x2ARRequires costly material component (SL x CL x 100 gp)*
-1Requires 1 more component per time applied to a max of 5
0Requires 3 components
1Requires 2 components
2Requires 1 component
*Must already have "material" component applied to add this adjustment.
x2AR Cuts the duration and range function as +2 levels higher than they actually are.
Components: Emotion, Focus, Material, Somatic, Thought, Verbal.

LevelsConditions
0No special conditions to use other than normal spellcasting
1Spell only works on certain common types of targets or only in certain common conditions
2Uncommon
3Rare
*Conditional spells cannot be dynamic, only learned spells can have these restrictions.

LevelsDuration
0Instant
11 round (save ends, 1/round)
31 minute (save ends, 1/round)
610 minutes (save ends, 1/minute)
102 hours (save ends, 1/10 minutes)
1524 hours (save ends, 1/2 hours)
21Permanent (save ends, 1/24 hours)
+1+1 more save needed to end or +1 action needed to attempt save
*Non-instant harmful effects means the target is afflicted with the harmful effect every interval. You can double the level investment to change this to every round instead of every interval. For example you could use 6 levels of Duration to make an attack that deals 1d4 lethal damage every round to a target for 2 hours (save ends 1/10 minutes).

LevelsPotency
01 effect
+1+1 effect
+1+1 to multiplier of 1 effect
Example: 3 effects could be damage x2 (2d6) and difficult terrain.

LevelsRange
0Touch
1Melee
2Close
3Medium
4Long
51 mile/CL
610 miles/CL
7100 miles/CL
8Planetary
9Solar system
10Galaxy
11Unlimited
*Range level cost is doubled for attacks, halved for effects that only transfer information/communication

Versatility
The effect has only one damage type or other form of potency. Every +1 level of this adds another +0 type of Potency if it's Instant and allowing +1 potency to apply to all of them. This is every +2 if it's duration is 1 minute, +3 if it's 10 minutes, +4 if it's 2 hours, +5 if it's 24 hours, and +6 if it's permanent.


Virulence
Every +1 level in Virulence adds +1 virulent effect. Virulent effects include the following:
  • Contagion: The effect spreads from the target. If they touch any other applicable target while the duration is ongoing, that other target is also afflicted with the effect albeit at a -5 decrease to the DC to resist the effect for all secondary targets.
  • Spell Power: The effect functions as 1 spell level and 2 caster levels higher. This can only be applied if one or more conditions are applied. It can be applied only once for a common condition, up to twice for an uncommon condition, and up to three times for a rare condition.
  • Destructive: The effect ignores the first 2 points of hardness and 1 point or DR of any kind per time this is added.
  • Force: The effect does force damage and affects incorporeal and force effects normally.
  • Special Material: The effect is treated as a common special material such as glass, iron, steel, or wood. Adding this a second time can increase this to an uncommon material such as cold iron, gold, or silver. Adding it a third time can increase this to a rare material such as adamantine, mithril, orichalcum, or star steel.

This message was last edited by the GM at 05:13, Sun 14 Jan.
Arkrim
GM, 394 posts
Sun 10 Dec 2023
at 09:01
  • msg #3

Dynamic Spellcasting


SPELL EFFECTS

Each spell can create one effect. If you have 2 potency or more, you can take a cumulative -1 penalty to your potency to add an additional spell effect, but all effects must overlap in the same target area and range. Different effects do allow you to select different targets though. For example, damage and healing could be combined to heal living creatures in the area and hurt undead in the area or similar effects.


CREATION

You create something on your person or in an empty space within area and within range. If it's a device or mobile object, you have exclusive control over it while its within range. If its a creature, its loyal to you. The creation vanishes after the duration is over.
  • Creature: You create a creature with a CR equal to (double spell level - 4) or 2 creatures as 2 CR lower than this, 4 at 4 CR lower than this, 6 at 6 CR lower than this, etc. You know only one specific creature you can conjure. If you take this a second time to the same spell, you can choose a specific type of creature such as "undead" or "fire creatures" or "vermin". Each additional time gives you another type like this. (0 = CR 1/2, -1 = CR 1/3, -2 = CR 1/4, -3 = CR 1/6, -4 = CR 1/8)
  • Wall: You create an opaque or translucent wall filling (spell level + spellcasting modifier + caster level) spaces, all of which must be adjacent to at least one other space all within the spell's area. It has hardness equal to spell level + spellcasting ability modifier + 1/2 caster level. You know only one specific substance or material you can conjure.
  • Wielded Item: You create a handheld or worn armor, shield, tool, or weapon on your person worth up to (spell level x caster level x 100 gp). You can use your Crafting bonus instead of caster level if you have at least 1 rank in a crafting skill for the item. You know only one specific armor, shield, tool, or weapon you can create. If you gain this effect twice, you can create any item of the same type (armor, shield, tool, weapon) OR any item of the same material (steel, wood, flesh, etc.).



DAMAGE

You deal one of the following per caster level (max 5) to the target. If no damage is already listed below, pick 1 damage type: acid, basic, bleed, bludgeoning, cold, disease, electricity, fire, mental, piercing, poison, slashing, or sonic.
  • 1d4 lethal force damage (affects incorporeal, ethereal, and force targets)
  • 1d6 lethal damage
  • 1d8 nonlethal damage
  • 1d4 lethal damage of two damage types
  • 1d8 lethal damage only affects a particular target type
*You can add a secondary damage type so that it counts as both damage types (whichever is worse for the target) for -1 potency.


ILLUSION

You impose a particular illusion on the target.
  • Alter the target's visual appearance or to emit light
  • Alter how the target sounds or cause it to make sounds
  • Alter how the target smells or tastes or cause it to emit a smell
  • Alter how the target feels to the touch of others
  • Alter the target's appearance for all 5 senses but only for one particular aspect (such as clothing or race)
  • Adjusts target or terrain in a way that has no affect in combat or disguise such as creating drawing, writing, engravings, or colors.



MANEUVER

You deal the effects of a combat maneuver to the target.
  • Bull Rush
  • Dirty Trick
  • Disarm
  • Drag
  • Grapple
  • Reposition
  • Steal
  • Trip



MODIFIER

You grant the target one a bonus or penalty.
  • 1/2 caster level to damage rolls made by the target
  • 1/2 caster level to damage rolls made against the target
  • 1/2 caster level to healing created by the target
  • 1/2 caster level to healing performed on the target
  • 1 to AC
  • 1 to attack rolls
  • 1 to saving throws
  • 2 to skill rolls
  • 2 to rolls with or against one particular saving throw
  • 2 to rolls with or against one particular type of attack
  • 3 to only certain group of skill rolls (ex. Only Str-skills, Only Cha-skills, or only a list of 4 related skills)
  • 5 to rolls with only one particular skill
*Condition: You impose x2, x4, or x6 of the modifiers above but they only apply upon a common, uncommon, or rare set of conditions.


RESTORATION

You grant the following healing or temporary hit points per caster level (max 5) to the target.
  • 1d8 healing to a non-construct creature
  • 1d8 healing to a construct or creature
  • 2d6 temporary hit points to a non-construct creature
  • 2d6 temporary hit points to a construct or creature
  • Resurrection: bring a willing non-construct creature back from the dead up to HD = CL (max 5) so long as they were not killed by a death effect and killed no longer than 1 round ago (each +1 invested in this increases this duration as per duration). If target HD/CL is greater than this limit, they come back with negative levels to make up the difference. Target makes a Fort save against this spell every day to remove 1 negative level per day they succeed. Failure means the negative level is permanent and they lose xp to match.
  • Reconstruction: As resurrection but a construct creature. Also functions as Make Whole for digital objects placed into computerized parts.
  • Reincarnation: As resurrection but any sapient or spirit target and they are imbued with a new body made from materials on hand



SENSES

You grant the target one of the following benefits.
  • Grant the target low-light vision, or darkvision 60 feet if they already have low-light vision or +30 feet to their darkvision if they already have darkvision
  • grant target a form of blindsense out to Close range
  • detect a particular type of creature or object or phenomena
  • creates or grants a new form of communication or communicates in an odd or new way



SPEED

You grant the target one of the following effect.
  • Shoved or Shifted (potency)2 x 50 feet (instant only)
  • Teleported (potency)2 x 25 feet (instant only)
  • Add (potency x 10) feet to all existing base speeds
  • Add 10 + (potency x 10)-foot climb speed and + (2 + double potency) bonus to checks to climb
  • Add 10 + (potency x 10)-foot swim speed and + (2 + double potency) bonus to checks to swim



SUSTENANCE

You create a consumable resource or bestow the effects of consuming said resource upon a target such as a breath of fresh air, drink of water, bite of food, charging of battery energy, boost of adrenaline to resist fatigue, or benefits of a nap.
  • Air as if the target took a big breath of air with the Gasp action
  • Charge
  • Remove Fatigue as if the target took a short rest instantly
  • Sustenance as if target consumed a single meal or food and drink



TERRAIN

You alter the terrain.
  • Creates difficult terrain
  • Entangles the target
  • Creates concealment or standard light like a torch
  • Creates turbulence (difficult terrain for flying creatures only and concealment for ranged attacks only)



MISCELLANEOUS

You create one of the following effects.
  • Dispel Effect: Dispels one other magical effect up to same spell level  (or +1 level higher on a crit)
  • Dispel Effects: Dispels all other magical effects up to 1 spell level lower (or equal spell level on a crit)
  • Minor Manipulation: You manipulate an element or aspect of a target in a minor way that under normal conditions would not cause harm bonuses or penalties but might provide the benefits of another spell effect of equal level under certain circumstances. For example, you could make a target wet or slipper, cold or hot, loud or quiet, etc.
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This message was last edited by the GM at 10:26, Fri 29 Dec 2023.
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