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Author Topic: [3.5e] Arcane Magic redone  (Read 5458 times)
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SiggyDevil
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Magmar, the ultimate butthead

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« on: October 10, 2010, 03:16:35 PM »

Arcane

Class Feats
• 3 feats +1 feat per level instead of normal class abilities
• Feats for each level and lower may be gained or swapped out depending on requirements met


Spellcaster Feats
Ideally every character gets the same number of bonus feats, but not so with "full spellcasters". The reason for this is because spells are more powerful than many abilities as it is. Characters won't begin with spellcasting, but must add it for their class through feats.
So, the maximum spell level cast and number of spell slots increase by the number of times "Spellcasting" is gained (in a specific class).

In any round while a character is casting a spell, they are flat-footed until the beginning of their next turn. Spell disruption occurs each time they are hit or fail a save.


UNIVERSAL

Spellcasting (SpL): Choose a spellcasting class. For every odd time this feat is gained, increase the spellcaster level by 1 for that class, gaining all spell level, spells known, and spell slot benefits. For instance, 1 iteration of this feat grants 0-level and 1st-level spells of a single class, while the 2nd-level spells don't show up until the 3rd time this feat is taken.
The feat may not be taken more than once per level.

Mage Blast (Su): As an attack action the character may create an object of Force and shoot it as a ranged attack within Medium range. It deals 1d6 damage + either INT or CHA modifier (whichever is higher) and +3 per odd level. Alternatively they may throw it, using STR score for attack roll and add STR modifier to damage. Mage Blast objects may be modified by Warlock Eldritch Essence and Blast Shape Invocations, and by metamagic feats (spend spell slots according to the feat as if casting a spell at the same time, per attack).

Spell Combat (Ex): By spending a Swift action, a single spell with range no greater than "touch" may be cast in the same round as an attack action. All attacks made by the character in the same round take a -2 penalty.

Familiar (Ex): Any Summon Monster spell cast may be given a duration of "Permanent (D)". Monsters summoned by the spell remain the same as an average entry; improvements are impossible. Personal spells may be shared with the animal if within touching range. At level 5 the character may sense what the summoned animal senses.

Free Spell (Ex): Choose a spell with spell level no higher than the character's highest spell level -2. It may be used without spending spell points (or slots).

Pockets of Holding (Su): Pockets and containers on the character's body act as a unified Bag of Holding with a single extradimensional space.
Level 1   15 lb.   250 lb.     30 cu. ft.
Level 6   25 lb.   500 lb.     70 cu. ft.
Type 11  35 lb.   1,000 lb.  150 cu. ft.
Type 16  60 lb.   1,500 lb.  250 cu. ft.


BARD

Bardic Music (Su): Once each round as a Swift action and either using Verbal or Somatic components the character may grant one of the following benefits to all allies within Close range (25 feet +5 per 2 levels).
Level 1/Perform 4+: Inspire Competence, Inspire Courage +1 every 5 levels (levels 1, 6, 11, and 16)
Level 6/Perform 9+: Inspire Greatness
Level 11/Perform 14+: Song of Freedom
Level 16/Perform 19+: Inspire Heroics

Mindsong (Su): Add the following options to Bardic Music performances. These performances affect all non-allies.
Level 1/Perform 4+: Countersong, Fascinate
Level 6/Perform 9+: Suggestion
Level 18/Perform 21+: Mass Suggestion



Level 0
Acid Splash - Change to 1d4 Acid damage every odd level, maximum 5d4.
Daze - Remove Humanoid-only limitation.
Light - Add Dancing Lights to this.
remove Dancing Lights
Flare - Change to 1d4 Fire damage every odd level, maximum 5d4.
Ray of Frost - Change to 1d4 Cold damage every odd level, maximum 5d4.
Erase - Moved from Level 1 to Level 0

Level 1
Alarm - Duration becomes 24 hours.
Shield - Add Floating Disk to this. Change casting time to Immediate Action.
Resist Energy - Choose any descriptor from Acid, Air, Sonic, Force, Fire, Electricity, Cold, Light, Water, Earth, and Darkness. Alternatively, apply half the resistance value instead to all elements rather than choose one when casting.
Mage Armor - Change duration to 24 hours
Protection from Chaos/Evil/Good/Law - Renamed "Protection", alignment aspect works against all alignments opposing that of the user.
remove Detect Secret Doors
Hypnotism - Affects all creatures within Close range.
Sleep - First effect is to Slow the target if they fail a Will save. A Slowed target is then asleep if affected again.
Shocking Grasp - Change casting time to Swift Action.
Color Spray - Only Stuns. Deals 1d4 Light damage on a failed save.
Disguise Self - Change duration to 24 hours.
Phantom Trap - Moved from Level 2 to Level 1.
Command Undead - Moved from Level 2 to Level 1. Change targets to 1 undead per level. Undead can not be commanded if their HD or CR is greater than caster's level.
Gentle Repose - Moved from Level 3 to Level 1.
Feather Fall - Change casting time to Immediate Action.
Jump - Change casting time to Swift Action.
Darkvision - Moved from Level 2 to Level 1.
Spider Climb - Moved from Level 2 to Level 1.
Water Breathing - Moved from Level 3 to Level 1. Duration of 24 hours.

Level 2
Protection from Arrows - Does not 'discharge'.
Glitterdust - Allows a new save against Blindness each round as a move action.
Touch of Idiocy - Choose either INT, WIS, or CHA damage to deal.
Shatter - Deals 3d6 Sonic damage.
Blur - add Mirror Image to this (either way it grants 20% concealment)
Hypnotic Pattern - Affects all creatures within Close range.
remove Mirror Image
Blindness/Deafness -  Change duration to 1 minute per level. Target gets a new save every minute.
False Life - Change to +10 HP, +2 per level HP. Change duration to last until sleep.
Ghoul Touch - Allow a new save against Paralysis each round.
Lock - Does not work on non-magical locks or doors.
Levitate - Change to grant Fly Speed 30 feet, Average maneuverability.
remove Rope Trick

Level 3
Explosive Runes - Only 1 copy may be sustained at a time.
Magic Circle against Chaos/Evil/Good/Law - Renamed "Magic Circle", alignment aspect works against all alignments opposing that of the user.
Protection From Energy - See Resist Energy for same changes.
Phantom Steed - Change duration to 24 hours.
Deep Slumber - See changes to Sleep.
Halt Undead - Change range to Close, affects all undead that fail saves within range.
remove Blink

Level 4
Dimensional Anchor - Change shape from Ray to 100 foot radius, no save. Add duration of 1 minute per level.
Remove Affliction  - add Remove Curse, Remove Blindness/Deafness, and Remove Disease together as "Remove Affliction".
Stoneskin - Does no 'discharge'.
Minor Creation - Add Secure Shelter to this.
Solid Fog - Reduces movement by -30 to a minimum of 5 feet per round.
Resilient Sphere - The sphere has 70 HP.
Phantasmal Killer - Change death effect to 7d6 mental damage.
Rainbow Pattern - Affects all creatures within Close range of illusion.
Shadow Conjuration - As Minor Creation or Black Tentacles but objects are destroyed by daylight.
Bestow Curse - Remove the "50% chance of losing each action". Victim gets a new save at the start of each day to end the curse, but failing 3 times makes it permanent.

Level 5
Cloudkill - Change death effect to 40 Poison damage and 1 CON damage each round. Change duration to 1 round per level.
Wall of Stone - Shapes can either be a hemisphere or wall. Duration is 1 hour per level.
Feeblemind - Change range to touch and duration to 1 minute per level with a new save every minute.
Symbol of Sleep - See changes to Sleep.
Wall of Force - The wall has 90 HP.
Dream - Add Nightmare to this as an option.
Shadow Evocation - As Lightning Bolt or Cone of Cold but does 1d4 Darkness damage per level.
Magic Jar - Change range to Touch.
Overland Flight - Change Fly Speed to 90.
Transmute Rock to Mud - Add Transmute Mud to Rock to this as an option.

Level 6
remove Antimagic Field
Antimagic Barrier - In all aspects the same as Antimagic Field, does not affect anything inside of the area, and only effects all spells attempting to cross the radius threshold.
Forceful Hand - Hand has 110 HP.
Circle of Death - Instead of death effect deal 1d6 Darkness damage per level.
Undeath to Death - As Circle of Death but deals Light damage, only affects undead.
Disintegrate - Change range to Close. Instead of outright destruction deal 2d6 Force damage per level.
Flesh to Stone - Add Stone to Flesh to this as an option. Change range to Close, duration to 1 day per level, and effect to Slow at first time a save is failed, Paralyze the second, and then Petrify third.
Dimensional Lock - Change radius to 1 mile per level. Moved from Level 8 to Level 6.

Level 7
Baleful Polymorph - Moved from Level 5 to Level 7.
Greater Teleport - Add Teleport Object to this.
Insanity - Reduce duration to 1 hour per level with a new save each hour.
Forcecage - Cage has 130 HP and grants a Reflex save to avoid.
Finger of Death - Change death effect to 2d6 Darkness damage per level.

Level 8
remove Trap the Soul
Clenched Fist - Fist has 150 HP.
Polar Ray - Deals 2d6 Cold damage per level.
Telekinetic Sphere - Sphere has 150 HP.
Greater Shadow Evocation - as Polar Ray but deals 2d4 Darkness damage per level.
Symbol of Death - Instead of killing outright with a hit point limit, deal 5 Darkness damage per caster level on a failed Fortitude save.

Level 9
Imprisonment - Add Freedom to this as an option. Change duration to 1 day per level. The sphere has 170 HP.
Crushing Hand - Hand has 170 HP.
Shades - As Meteor Swarm but deal 6d4 Darkness damage per sphere.
Wail of the Banshee - Instead of death effect deal 10 Sonic damage per level.
Time Stop - Spells may not be cast while under effect.
« Last Edit: December 19, 2010, 03:03:09 PM by SiggyDevil » Logged

SiggyDevil
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Posts: 1111


Magmar, the ultimate butthead

igtsigma
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« Reply #1 on: October 10, 2010, 03:17:18 PM »

I'll eventually throw in Warlocks too
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raith0
Bi-Curious George
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Posts: 442


« Reply #2 on: October 10, 2010, 04:36:06 PM »

are those all the spells or just the ones you have changes to?
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SiggyDevil
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Posts: 1111


Magmar, the ultimate butthead

igtsigma
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« Reply #3 on: October 10, 2010, 05:42:59 PM »

Core only and all spells I've altered or removed. Anything not mentioned is unchanged (so far).

I'm unsure of the Power Word series. I mean they're short range and have an odd limitation, but damn that no-save status effect is powerful.
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raith0
Bi-Curious George
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Posts: 442


« Reply #4 on: October 10, 2010, 07:03:40 PM »

if you are going to redo the spells then you need to remove polymorph and alterself and shapechange
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SiggyDevil
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Posts: 1111


Magmar, the ultimate butthead

igtsigma
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« Reply #5 on: October 10, 2010, 10:39:21 PM »

if you are going to redo the spells then you need to remove polymorph and alterself and shapechange

http://brilliantgameologists.com/boards/index.php?topic=9533.0
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RobbyPants
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Posts: 7139



« Reply #6 on: October 11, 2010, 07:47:35 AM »

Given that you're changing Command Undead, are you going to put some type of HD or CR limit on what you can command?  As written, a 3rd level wizard (or 1st using these rules!) can totally command any epic non-intelligent undead he chooses with no save.  I'd personally cap it at either HD or CR based on caster level.

Why is there a duration on Wall of Stone?

Does Shatter just deal damage, or does it do the other things too?

Time Stop is certainly a lot less abusable, but it would almost always be more useful to simply prepare a Quickened Teleport.
« Last Edit: October 11, 2010, 07:56:43 AM by RobbyPants » Logged

My balancing 3.5 compendium
Elemental mage test game

Quotes
Quote from: Cafiend
It is a shame stupidity isn't painful.
Quote from: StormKnight
Totally true.  Historians believe that most past civilizations would have endured for centuries longer if they had successfully determined Batman's alignment.
Quote from: Grand Theft Otto
Why are so many posts on the board the equivalent of " Dear Dr. Crotch, I keep punching myself in the crotch, and my groin hurts... what should I do? How can I make my groin stop hurting?"
Quote from: CryoSilver
I suggest carving "Don't be a dick" into him with a knife.  A dull, rusty knife.  A dull, rusty, bent, flaming knife.
Quote from: Seerow
Fluffy: It's over Steve! I've got the high ground!
Steve: You underestimate my power!
Fluffy: Don't try it, Steve!
Steve: *charges*
Fluffy: *three critical strikes*
Steve: ****
Quote from: claypigeons
I don't even stat out commoners. Commoner = corpse that just isn't a zombie. Yet.
Quote from: CryoSilver
When I think "Old Testament Boots of Peace" I think of a paladin curb-stomping an orc and screaming "Your death brings peace to this land!"
Quote from: Orville_Oaksong
Buy a small country. Or Pelor. Both are good investments.
SiggyDevil
Hong Kong
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Posts: 1111


Magmar, the ultimate butthead

igtsigma
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« Reply #7 on: October 11, 2010, 12:01:16 PM »

Command Undead: I'll get to that, then

Wall of Stone: Because otherwise a single wizard can build a castle. No single individual should out-labor and entire kingdom.

Shatter: Still has the usual effect, plus what I mentioned.

Time Stop: Fuck Time Stop! Fucking nova
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RobbyPants
Organ Grinder
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Posts: 7139



« Reply #8 on: October 11, 2010, 01:44:27 PM »

Wall of Stone: Because otherwise a single wizard can build a castle. No single individual should out-labor and entire kingdom.
I guess I don't know what castles costs, but, at a minimum level, wouldn't each casting cost a minimum of 450 gp?  I'm pretty sure manual labor is much cheaper than that.  Of course, if time is a factor...
Logged

My balancing 3.5 compendium
Elemental mage test game

Quotes
Quote from: Cafiend
It is a shame stupidity isn't painful.
Quote from: StormKnight
Totally true.  Historians believe that most past civilizations would have endured for centuries longer if they had successfully determined Batman's alignment.
Quote from: Grand Theft Otto
Why are so many posts on the board the equivalent of " Dear Dr. Crotch, I keep punching myself in the crotch, and my groin hurts... what should I do? How can I make my groin stop hurting?"
Quote from: CryoSilver
I suggest carving "Don't be a dick" into him with a knife.  A dull, rusty knife.  A dull, rusty, bent, flaming knife.
Quote from: Seerow
Fluffy: It's over Steve! I've got the high ground!
Steve: You underestimate my power!
Fluffy: Don't try it, Steve!
Steve: *charges*
Fluffy: *three critical strikes*
Steve: ****
Quote from: claypigeons
I don't even stat out commoners. Commoner = corpse that just isn't a zombie. Yet.
Quote from: CryoSilver
When I think "Old Testament Boots of Peace" I think of a paladin curb-stomping an orc and screaming "Your death brings peace to this land!"
Quote from: Orville_Oaksong
Buy a small country. Or Pelor. Both are good investments.
raith0
Bi-Curious George
****
Posts: 442


« Reply #9 on: October 11, 2010, 06:22:33 PM »

if you are going to redo the spells then you need to remove polymorph and alterself and shapechange

http://brilliantgameologists.com/boards/index.php?topic=9533.0

while better they are still easily abusable.  you just have to be better at picking you monsters so you dont loose your int/cha to badly to be able to cast spells.  while i understand the core ideas behind these spells they just do not work well within the rules as far as balance goes
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RobbyPants
Organ Grinder
*****
Posts: 7139



« Reply #10 on: October 11, 2010, 09:49:17 PM »

You don't get to cast spells.  You replace yourself.
Logged

My balancing 3.5 compendium
Elemental mage test game

Quotes
Quote from: Cafiend
It is a shame stupidity isn't painful.
Quote from: StormKnight
Totally true.  Historians believe that most past civilizations would have endured for centuries longer if they had successfully determined Batman's alignment.
Quote from: Grand Theft Otto
Why are so many posts on the board the equivalent of " Dear Dr. Crotch, I keep punching myself in the crotch, and my groin hurts... what should I do? How can I make my groin stop hurting?"
Quote from: CryoSilver
I suggest carving "Don't be a dick" into him with a knife.  A dull, rusty knife.  A dull, rusty, bent, flaming knife.
Quote from: Seerow
Fluffy: It's over Steve! I've got the high ground!
Steve: You underestimate my power!
Fluffy: Don't try it, Steve!
Steve: *charges*
Fluffy: *three critical strikes*
Steve: ****
Quote from: claypigeons
I don't even stat out commoners. Commoner = corpse that just isn't a zombie. Yet.
Quote from: CryoSilver
When I think "Old Testament Boots of Peace" I think of a paladin curb-stomping an orc and screaming "Your death brings peace to this land!"
Quote from: Orville_Oaksong
Buy a small country. Or Pelor. Both are good investments.
raith0
Bi-Curious George
****
Posts: 442


« Reply #11 on: October 11, 2010, 10:28:21 PM »

You don't get to cast spells.  You replace yourself.

i think then that it needs to be worded that you loose all your current class abilities and features as well.  like tensers transformation and the ilk do.
just think that keeps rulings and the rules simple. 
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SiggyDevil
Hong Kong
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Posts: 1111


Magmar, the ultimate butthead

igtsigma
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« Reply #12 on: October 11, 2010, 10:40:34 PM »

You don't get to cast spells.  You replace yourself.

Indeed. Polymorph or Wild Shape would be the last thing able to cast, unless you've smartly Delayd Spell MM some buffs ahead of time.

Although, strangely, if one becomes a Nymph, Dryad, or similar monster with spell slots (dragon?), all of those spells are now available.
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SiggyDevil
Hong Kong
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Posts: 1111


Magmar, the ultimate butthead

igtsigma
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« Reply #13 on: October 24, 2010, 10:32:05 PM »

Added Pockets of Holding for that classic RPG hammerspace emulation.
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bkdubs123
Organ Grinder
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Posts: 2724


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« Reply #14 on: October 24, 2010, 10:40:57 PM »

You don't get to cast spells.  You replace yourself.

i think then that it needs to be worded that you loose all your current class abilities and features as well.  like tensers transformation and the ilk do.
just think that keeps rulings and the rules simple. 

It doesn't seem to get any simpler to me than, "replace your character sheet with the MM entry of an animal/outsider/aberration (etc)."
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RobbyPants
Organ Grinder
*****
Posts: 7139



« Reply #15 on: October 25, 2010, 08:08:01 AM »

How exactly do Pockets of Holding work?  It looks like an ability, but not a feat or spell.  How do you get it?
Logged

My balancing 3.5 compendium
Elemental mage test game

Quotes
Quote from: Cafiend
It is a shame stupidity isn't painful.
Quote from: StormKnight
Totally true.  Historians believe that most past civilizations would have endured for centuries longer if they had successfully determined Batman's alignment.
Quote from: Grand Theft Otto
Why are so many posts on the board the equivalent of " Dear Dr. Crotch, I keep punching myself in the crotch, and my groin hurts... what should I do? How can I make my groin stop hurting?"
Quote from: CryoSilver
I suggest carving "Don't be a dick" into him with a knife.  A dull, rusty knife.  A dull, rusty, bent, flaming knife.
Quote from: Seerow
Fluffy: It's over Steve! I've got the high ground!
Steve: You underestimate my power!
Fluffy: Don't try it, Steve!
Steve: *charges*
Fluffy: *three critical strikes*
Steve: ****
Quote from: claypigeons
I don't even stat out commoners. Commoner = corpse that just isn't a zombie. Yet.
Quote from: CryoSilver
When I think "Old Testament Boots of Peace" I think of a paladin curb-stomping an orc and screaming "Your death brings peace to this land!"
Quote from: Orville_Oaksong
Buy a small country. Or Pelor. Both are good investments.
SiggyDevil
Hong Kong
****
Posts: 1111


Magmar, the ultimate butthead

igtsigma
WWW
« Reply #16 on: October 25, 2010, 09:16:54 PM »

How exactly do Pockets of Holding work?  It looks like an ability, but not a feat or spell.  How do you get it?

Feat. Sorry I didn't mention that
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RobbyPants
Organ Grinder
*****
Posts: 7139



« Reply #17 on: October 26, 2010, 08:12:31 AM »

Okay.  And it looks like it auto-scales with level, which is good.  It sort of violates the whole don't-spend-feats-on-things-you-can-buy rule, but it is handy.  It certainly makes 8 Str wizards a lot easier to run at low levels.
Logged

My balancing 3.5 compendium
Elemental mage test game

Quotes
Quote from: Cafiend
It is a shame stupidity isn't painful.
Quote from: StormKnight
Totally true.  Historians believe that most past civilizations would have endured for centuries longer if they had successfully determined Batman's alignment.
Quote from: Grand Theft Otto
Why are so many posts on the board the equivalent of " Dear Dr. Crotch, I keep punching myself in the crotch, and my groin hurts... what should I do? How can I make my groin stop hurting?"
Quote from: CryoSilver
I suggest carving "Don't be a dick" into him with a knife.  A dull, rusty knife.  A dull, rusty, bent, flaming knife.
Quote from: Seerow
Fluffy: It's over Steve! I've got the high ground!
Steve: You underestimate my power!
Fluffy: Don't try it, Steve!
Steve: *charges*
Fluffy: *three critical strikes*
Steve: ****
Quote from: claypigeons
I don't even stat out commoners. Commoner = corpse that just isn't a zombie. Yet.
Quote from: CryoSilver
When I think "Old Testament Boots of Peace" I think of a paladin curb-stomping an orc and screaming "Your death brings peace to this land!"
Quote from: Orville_Oaksong
Buy a small country. Or Pelor. Both are good investments.
SiggyDevil
Hong Kong
****
Posts: 1111


Magmar, the ultimate butthead

igtsigma
WWW
« Reply #18 on: October 28, 2010, 08:45:46 PM »

I am dissatisfied with Bardic Music. It might work better as spells with two or more functions, or simply altering how specific spells work through feats.
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SiggyDevil
Hong Kong
****
Posts: 1111


Magmar, the ultimate butthead

igtsigma
WWW
« Reply #19 on: November 13, 2010, 09:31:13 PM »

Added Spell Combat. Paizo, eat your heart out.
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