Spell levels per day. 1.0

by Zervaret

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Spell levels per day. 1.0

Rules for spellcasting

Introduction

I don’t think this option is new or unique. It is based to some extent on the idea expressed in the book TSR1147 Netheril: Empire of Magic. The essence of these rules is to simplify the existing rules in the Dungeon Master's Book about spell points. The first question that may arise is: Why? In my humble opinion, these rules are not very convenient to use, due to the use of several additional tables and the need for not as simple management as it could be. I would also like these changes not to require strong rewriting of the basic rules. The basic idea behind the new way to use spells is simple: the caster has a set of spell levels that they can cast per day. Each cast of the spell subtracts its level from the amount the caster has. Example: A 4th-level wizard Altea has 10 spell levels per day. In the course of their adventure, she and her group encountered a group of orcs. During the battle, she uses the Crown of Madness spell on one of the orcs. This is a 2nd level spell and that number is deducted from her spell levels per day, leaving her with 8 more levels.

High Magic

This is an optional restriction for this type of rule, in order to prevent players from thoughtlessly casting high-level spells. Thus, the caster can cast one spell per day above 6 circles inclusive. To cast more spells, the caster must make a DC 10 Constitution, Religion, Nature, or Arcana check with DC 10 for 6th spells, DC 15 for 7th spells, DC 20 for 8th spells, DC 25 for 9th spells, and attain an exhaustion level of 1 for 6th circle, 2 for 7th circle, 3 for 8th circle, and 4 for 9th circle of spells on failure, or 1 less on success. The level of difficulty and the number of levels of exhaustion remains with the Dungeon Master.

Spell levels per day by level (Full Caster)
Level Spells levels per day Maximum spell circle
1 2 1
2 3 1
3 8 2
4 10 2
5 16 3
6 19 3
7 23 4
8 27 4
9 36 5
10 41 5
11 47 6
12 47 6
13 54 7
14 54 7
15 62 8
16 62 8
17 71 9
18 76 9
19 82 9
20 89 9
Spell levels per day by level (Half caster)
Level Spells levels per day Maximum spell circle
1 0 n/a
2 2 1
3 3 1
4 3 1
5 8 2
6 8 2
7 10 2
8 10 2
9 16 3
10 16 3
11 19 3
12 19 3
13 23 4
14 23 4
15 27 4
16 27 4
17 36 5
18 36 5
19 41 5
20 41 5
Spell levels per day by level (Third caster)
Level Spells levels per day Maximum spell circle
1 0 n/a
2 0 n/a
3 2 1
4 3 1
5 3 1
6 3 1
7 8 2
8 8 2
9 8 2
10 10 2
11 10 2
12 10 2
13 16 3
14 16 3
15 16 3
16 19 3
17 19 3
18 19 3
19 23 4
20 23 4

Changes to the rules

Magical Recovery and Natural Recovery

These abilities restore spell levels equal to half the caster's levels. In view of this, there is no need to change anything, except that there is no need to distribute the spell levels by slots, but simply add to the total number of spell levels per day.

Example: Wizard 4th level Altea, after a hard battle with a patrol of orcs, was left completely without her spell levels per day. They stopped with their group for a short rest and the player decided to use Magical Recovery. Altea was able to restore two spells levels per day in an hour and is now ready for battle.

Divination Expert

This feature does not generally contradict these rules. For ease of understanding, its text can be replaced with the following: When you cast a spell of the school of Divination of 2nd level or higher using spell levels, you can only use one spell level up to and including the sixth spell circle. Further, for each circle above the sixth, you use 1 more level of the spell.

Example: A 17th-level wizard Altea has 71 spell equations per day. During her adventures, she uses spells of the ninth circle of Foresight. Having the ability to Expert of Divination, instead of 9 spells levels, she spends 4 spells levels, which makes the total number 67. On the same day, she uses the spell of the 5th circle Knowledge of Legends, spending only 1 level of spells on it, making the total number 66.

Font of Magic

Crafting spell slots is now equivalent to exchanging sorcery points for a spell level, which you add to your total spell levels a day.

Example: A 6th-level sorcerer, Kyron, has 6 units of sorcery and 19 spells levels per day. In the course of his adventures, he has already spent half and now has 9 spells levels per day in his supply. Deciding to save his spell levels for later, he sacrifices 3 points of sorcery, having received 2 spell levels and casts a spell of the second circle.

Modifications to the Rules

Below are the optional rules and examples of how you can modify these rules in order to emphasize the features of spellcasting in a particular setting, if any.

Preparing slots

And the first modification of the rules, this is spell slots surprisely. This modification gave birth to the idea of creating the rules I described above. I really love Vance's Magic, but the standard distribution in spells usually did not make sense to me and I tried to find for myself a reason why a spellcaster can only have 4 slots of the first level and 2 of the second. The answer for me was just the system with the spells level per day and the fact that the traditional approach is not only in the game design of Vance's magic for D&D, but in the world itself, such a distribution of magic slots is a tradition. And most of the questions just disappeared by themselves. And to the questions of some players about this, it was enough to simply answer: “Because your wizard was taught to prepare magic slots this way. This is a tradition!" Moving away from the lyrics, in this modification, the spellcasting classes can, as they wish, until the fifth spell circle, inclusively, distribute the spells levels per day to the appropriate slots. This is part of the preparation of spells. Magical and Natural restoration work as prescribed in the rules. The rule of high magic works here as well, preventing the creation of many high-level slot. After a long rest, the player must make ONE check for each level above the fifth. On a failure, the caster has one slot, as usual. If successful, the amount declared by the player.

At the request of the DM, you can add a hidden difficulty, 5 units higher. On a failure, the player gains cells, but each spell call provokes a Wild Magic effect or some other complication for the players

Threshold magic

Sometimes the number of spells levels per day can be perceived not as a measure of the character's strength to create miracles, the amount of mana or strength. And as the ability to withstand the monstrous influence of magic on the body of the sorcerer. This allows you to slightly change the perception to magic. For example, magic can create a powerful load on the body and good rest allows you to relieve this load. Or the magician at a critical moment may go beyond his capabilities and call on forces more than he is able to withstand. When the caster has run out of all spell levels per day, he can, by passing a DC 10 check + the number of spell levels required by Constitution, Magic, Religion, or Nature (at the master's choice), summon additional spell levels and gain 1 level of exhaustion. This option is not applicable to High Magic. On a failure, the caster gains only 1 level of attrition.

You can diversify threshold magic, for example, adding a wave of wild magic in case of failure or the possibility of losing consciousness from overvoltage if the character already has levels of exhaustion.

Defilers and Preservers magic

I think many have heard about the setting of the Dark Sun and the peculiarities of magic in it. In it, each magician feeds his magic with the life force of plants. And as he can suck out everything without a trace, so he must act carefully, taking only a small part. Game-mechanically, this feature of the setting is considered as follows: The save mage casts spells according to all the standard rules. The defiler can begin to defile and drain life around him, leaving a burnt ash circle around him, equal every 5 feet * per circle of the spell used. By doing so, the defiler can choose; by doing so, he can choose one of the following options: If the spell requires 1 action, the defiler can use it for a bonus action. Gain +1 spell level to cast spell, up to a maximum of 9. So when using such magic, the terrain is important, which can both facilitate and complicate witchcraft.

Terrain type Modifier to the spell level used.
Deserted -2
Barren -1
Infertile 0
Fertile 1
Abundant 2

Magic Fluctuations

It so happens that magic in some area or in the whole setting is subject to vibrations, ebb and flow. I used these rules for Faerнаn during the Spellplague. Also, this modification can be applied to a divine spellcaster, which reflects the deity's favor or displeasure with the character.

Ebb and flow.

When there is an ebb or flow of magic, then in the first case, the magician can draw additional energy for his spell, in the second case, on the contrary, he will need more strength in order for the spell to work. If, after the modification, the level of the spell is below the required level, then either the player spends additional levels of the spell per day or the spell is automatically failed.

Ebb or flow type Influence
Low Modifier +/- 1 spell level to channeling spell. The throw is made by the DM. The rest of the caste is as usual.
Medium Modifier +/- 1d4 spell level to cast spell. The throw is made by the DM. In case the ebb of castes requires both the main action and the bonus action. If there is a tide, then only a bonus action.
High Modifier +/- 1d6 spell level to channeling spell. The throw is made by the DM. The player must pass DC 10 + the level of the spell being cast. If successful at ebb, the spell is cast as usual; at ebb, the caster does not spend his spell levels per day. If the tide fails, the player spends the spell levels per day, the spell fails and the player gains one level of exhaustion, with the tide, the spell fails and a Wave of Wild Magic occurs.
Spell Storm Modifier +/- 1d8 spell level to channeling spell. The throw is made by the DM. The player must pass DC 15 + the level of the spell being cast. If successful, at ebb, the spell is cast as usual and gains one level of exhaustion; at ebb, the caster does not spend his spell levels per day and can choose the effect of Wild Magic in addition to the effect of the spell. If the tide fails, the player spends the spell levels per day, the spell fails and the player gains one level of exhaustion and cannot cast 1d4 rounds, with the tide, the spell fails and a Wave of Wild Magic occurs and cannot cast 1d4 rounds.
 

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