I got asked...
quote:
What do you mean by Unused Spell Ability Modifier when working out spell points please.
It's a new 'thing' i'm working on for spell casters.
The answer i gave was...
quote:
Lets say you're a 1st level magic user
You have an high, Int, say a 16, that gives you a spell modifier of +1 first, second, and third level spells.
You cant use second and third level spells, so that's +2 spell ability modifier being unused.
That gets used in various ways.
It helps takes some of the sting out of being low level if it has something useful to be applied to and blurs the line of min/maxing stats, which is what i want to avoid cookie cut characters.
Your base Spell pool is the total caster levels you have (if youre multi classed for different spell casting, it's added together) then you add the unused spell modifier to it to get a spell pool.
The spell pool has 'utility' use that arent in the core rules.
ie. If you have a meta magic feat, you can use your spell pool to satisfy the level level requirements of a meta magic feat. If you have a magic staff, like Nisor, you can save a charge on the staff, by expending a point from your spell pool instead.
etc...
All the spell casters in the party will have a spell pool stat ...
This question is getting asked cause i complete character sheets and people notice stuff, so rather than explain it half a dozen times i'm noting it here and clearing the air now.
If you have questions on this, ask it here.
The spell pool concept also worked hand in hand with an old rule i had allowing a character to pick a meta magic feat, for free for each spell level they were able to cast.
So if they could cast first levels spells they got a feat for free.
When they got 2nd level spells they got another feat.
This is an old rule to try and encourage the use of meta magic feats, but providing a 'spell level' was still a problem. The Free meta magic feat will be limited to the highest level spells the character can cast. So if they can only cast 1st level spells, they can't take a meta magic feat that cost two spell levels to use.
This also ties into the 'end level' game. I've already stated that characters wont get fourth level spells.
Instead, every time they give a high level spell, it will be converted into points for the spell pool. ie. A fourth level spell will add 4 points to the spell pool.
On a related note of game balance, sorcs and magic users gain a little of each others class features this way.
ie.
A sorc will be able to cast more spells by using their spell pool to cast spell through a staff or wand, that they might not be able to other wise cast. This increases their limited available spells.
A wizard will have a flexible pool of points to cast spells as needed, increasing their spells per day, and allowing the to cast some spells on the fly, as opposed to having it all pre-picked in advance.
Instead of sacrificing a spell, Clerics will be able to use the spell pool to spontaneously cast cure spells.
I havent decided if druid will have their own perk, or if they'll just get the same perk as clerics.
HONESTLY, this is a work in progress, and my first attempt to use something like this... but i've given it a lot of thought, and i believe this is something that will be useful, without breaking in the campaign.
This has been something in thought and in the works for a while now. The reason is, that there was a concern that the way magic items worked in the game, that it took away some of the shine and appeal of spell casters.
Being a martial class, and having access to spells was argued sort of broken and biased against spell casters. Why be a magic user with truestrike, when you could be a fighter with truestrike and do so much more damage, cause you have real weapons to swing?
The arguement was in the air, and not completely invalid. So for this campaign, i decided to come up with the concept of the 'spell pool' for characters to try out.
btw... When Victoria says she's a mentalist, she actually means that as a 'character class' since it was one of two unique character classes that are in the campaign.
On the premise of fairness...
A mentalist, is essentially a Psionist. A character who has spell like abilities, that are not necessarily 'magic'. A system of mental combat exists... feats... traits... etc... Not a focus on this campaign, but it is worth noting and observing that it exist. If Victoria is good for nothing else, she's your designated Psi competent character in the party that you're going to nudge towards the mind flayer.
The other character class is 'Avatar', a divine caster, that focused less on general spells, and more on domain spells and abilities.
mmm...
I think that's most of the house rules you really need to worry about for spell casters. It sounds like a lot, and might sound complicated, but really... it's not.
There is a system of crafting in play for mundane/masterwork/magical stuff, that will be MUCH simplified for easier bookkeeping.
This post is a lot longer than i expected it to be, most of it is in my head, and i had intended to come out as necessary in play (really i think you have enough to deal with new campaign this is for most of you) but again, i want to reassure you that much thought was given into everything, and the majority of the rules have already been play tested in several incarnations and variations of the Misty Valley campaign setting.
It may not seem like it, but i really am setting my ambitions LOW regarding various things, so this should all help to increase the expected shelf life of the campaign. Presuming everyone is happy and interested in what's going on here, we should be able to keep this going for a while.