Re: Magic-User Options
Posted: Wed Feb 20, 2013 1:56 pm
So, on my discussion of "rethinking many options into spells", Solomoriah suggests a spell mechanic of turning higher level spell slots into "lesser spells". This can be worked into an actual spell instead of a sort of ability. For instance:
Spell Demotion, Lesser
MU 2
range: special
duration: special (or up to 10 minutes).
By use of Lesser Spell Demotion, the spell caster may produce any personally known level 1 spell (ie in his spellbook) on a subsequent round. This ability may be held up to 10 minutes or until the spell is produced, thereby ending the Lesser Spell Demotion effect. The spell produced must follow all necessary requirements, just as if the spell caster was producing the spell effect normally; any required materials or situations must still be available per that spell description.
Spell Demotion
MU 4
range: special
duration: special (or up to 10 minutes).
By use of Spell Demotion, the spell caster may produce any personally known 1st through 3rd level spell (ie in his spellbook) on subsequent rounds. A total of 3 spell levels are available, so the caster may use this to produce 3 first level spells within those 10 minute, a 1st and 2nd level spell, or a single 3rd level spell during the duration. This ability may be held up to 10 minutes or until all the spells (3 spell levels) are produced, thereby ending the Spell Demotion effect. The spells produced must follow all necessary requirements, just as if the spell caster was producing the spell effect normally; any required materials or situations must still be available per that spell description.
Etc. as higher level versions might be applicable as well.
And just to keep this line of thinking going, here is Arcane Bolt (my version anyhow) as a spell:
Arcane Bolt
MU 1
Range: 30 feet
Duration: 10 minutes
Upon casting Arcane Bolt, the spell caster acquires the ability to strike others in combat with a bolt of magical force once per round. This bolt may be used either melee or as ranged attack (10/20/30) and deals 1d3 points of physical damage. The spell caster must roll to hit, with his or her Prime Requisite modifying the attack and damage rolls. In the same manner as normal spells, the arcane caster must have at least one hand free and be able to speak in order to produce an arcane bolt; thus, binding and gagging a spellcaster is an effective means of preventing him or her from using the attack form.
The damage type dealt is a generic concussive force like a sling bullet. While the Arcane Bolt is produced in a similar way to other sorts of magic (spells), once the effect is launched it instantly becomes a non-magical force in its own right. It cannot be used against foes with immunity to non-magical weaponry.
Arcane Bolt, Greater
MU ??
Range: 30 feet
Duration: 10 minutes
As Arcane Bolt but bolt does 1d4 damage per strike and the caster can choose an alternate form of energy than the concussive force. Fire, Acid, Cold, Negative, or Positive Energies are all possible but it is chosen at the time of casting and remains throughout the duration. In addition, the Greater Arcane Bolt counts as magic for purposes of striking creatures immune to normal (non-magical) weaponry.
Spell Demotion, Lesser
MU 2
range: special
duration: special (or up to 10 minutes).
By use of Lesser Spell Demotion, the spell caster may produce any personally known level 1 spell (ie in his spellbook) on a subsequent round. This ability may be held up to 10 minutes or until the spell is produced, thereby ending the Lesser Spell Demotion effect. The spell produced must follow all necessary requirements, just as if the spell caster was producing the spell effect normally; any required materials or situations must still be available per that spell description.
Spell Demotion
MU 4
range: special
duration: special (or up to 10 minutes).
By use of Spell Demotion, the spell caster may produce any personally known 1st through 3rd level spell (ie in his spellbook) on subsequent rounds. A total of 3 spell levels are available, so the caster may use this to produce 3 first level spells within those 10 minute, a 1st and 2nd level spell, or a single 3rd level spell during the duration. This ability may be held up to 10 minutes or until all the spells (3 spell levels) are produced, thereby ending the Spell Demotion effect. The spells produced must follow all necessary requirements, just as if the spell caster was producing the spell effect normally; any required materials or situations must still be available per that spell description.
Etc. as higher level versions might be applicable as well.
And just to keep this line of thinking going, here is Arcane Bolt (my version anyhow) as a spell:
Arcane Bolt
MU 1
Range: 30 feet
Duration: 10 minutes
Upon casting Arcane Bolt, the spell caster acquires the ability to strike others in combat with a bolt of magical force once per round. This bolt may be used either melee or as ranged attack (10/20/30) and deals 1d3 points of physical damage. The spell caster must roll to hit, with his or her Prime Requisite modifying the attack and damage rolls. In the same manner as normal spells, the arcane caster must have at least one hand free and be able to speak in order to produce an arcane bolt; thus, binding and gagging a spellcaster is an effective means of preventing him or her from using the attack form.
The damage type dealt is a generic concussive force like a sling bullet. While the Arcane Bolt is produced in a similar way to other sorts of magic (spells), once the effect is launched it instantly becomes a non-magical force in its own right. It cannot be used against foes with immunity to non-magical weaponry.
Arcane Bolt, Greater
MU ??
Range: 30 feet
Duration: 10 minutes
As Arcane Bolt but bolt does 1d4 damage per strike and the caster can choose an alternate form of energy than the concussive force. Fire, Acid, Cold, Negative, or Positive Energies are all possible but it is chosen at the time of casting and remains throughout the duration. In addition, the Greater Arcane Bolt counts as magic for purposes of striking creatures immune to normal (non-magical) weaponry.