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Habololy Books => Magic of Habololy => Topic started by: Asinjin on January 14, 2021, 11:43:09 AM

Title: Magic in the 4th Era
Post by: Asinjin on January 14, 2021, 11:43:09 AM
The first rule to be unveiled, and is being seen in action in the Grean campaign, is the inability for spells of different schools to interact.  The breaking of the circle destroyed the ability of spell to work at the same time on specific targets.  That which weaves spells together is gone.

What this means in game terms is that no target can have multiple spells from different schools acting on it at the same time.  So you could have Haste and Enlarge (both transmutation), but you could not have Invisibility and Haste.  If it occurs that a target has one spell on it and then another one is subsequently cast on it, the target may decide which spell(s) continue.  If the target is no capable of deciding, the more powerful spell(s) win.  Power for this is total spell levels of the school.  Ties go to the one that was there first.

Note that any item possessed by a target is part of that target for this purpose.  You can't cast one spell of each school of eight different items you are carrying.  Also note that this does not apply to magic item effects unless the effect is from an item that cast a spell.  So boots that always allow you to fly are fine, but a wand that casts fly on you is not.

Also note that there are two tracks for spells cast on a target that do not interact, helpful and harmful.  These types of spells are not working together and hence interact in different ways.  So you could have an Invisibility spell (helpful) and a Slow spell (harmful) at the same time.  A target does not get to choose which harmful spell is active on it.

These rules only apply to spells with duration.  Spells with a duration of Instantaneous or Permanent act normally.  An example of this was used this past week with Love's Lament.

Comments, thoughts, questions?

Title: Re: Magic in the 4th Era
Post by: Zunder on January 14, 2021, 02:15:53 PM
IF Wizard L casts a debuff on a enemy, that already has a of a different school on it ( both harmful ) does Wizard A get to choose which effects it.  I need two answers, 1 - if wizard L cast both, and if wiard L cast only 1 of the effective spells.


i.e.  Can a enemy protect himself form certain spells, ( Like necromancy ) but casting a harmful enchantment on themselves.  ( or have someone else do it )

Title: Re: Magic in the 4th Era
Post by: Asinjin on January 14, 2021, 08:27:49 PM
IF Wizard L casts a debuff on a enemy, that already has a of a different school on it ( both harmful ) does Wizard A get to choose which effects it.  I need two answers, 1 - if wizard L cast both, and if wizard L cast only 1 of the effective spells.


i.e.  Can a enemy protect himself form certain spells, ( Like necromancy ) but casting a harmful enchantment on themselves.  ( or have someone else do it )

Debuff = harmful spell

Wizard L gets to choose if he cast both (since he can just dismiss)  Note that since an effect does not go on until after a save is failed, you can decide after.  If cast by a different wizard, then a opposed caster level roll (modified by spell level as well)

So at this point, you could potentially 'protect' yourself by casting a harmful spell on yourself.  I should note that there is another rule coming that won't get rid of this sort of loophole, but will make it less appealing.

Title: Re: Magic in the 4th Era
Post by: Asinjin on January 26, 2021, 10:09:59 AM
An adjustment to the first rule deals with when spells come into conflict.

If there is an active spell on a character, then a spell of a different school is cast on that character, the higher level spell is the one that remains.  Ties are broken by the longer duration left.
Title: Re: Magic in the 4th Era
Post by: Asinjin on January 26, 2021, 10:12:01 AM
It is important to note as the rules are listed, there are two separate things going on: the first is the ability of spell to interact on a target, the second is the ability of casters to keep spells active. Whenever a spell is cast, these have to be separated and taken into account.  For targets, only the first is relevant.
Title: Re: Magic in the 4th Era
Post by: Asinjin on January 26, 2021, 10:13:16 AM
These rules will alleviate keeping track of a dozen active spells on a character which bogs us down more than anything in combat.  It will also prevent casters from being clearly the most powerful and also fits in storyline wise.
Title: Re: Magic in the 4th Era
Post by: Asinjin on January 26, 2021, 10:15:17 AM
We will be adding in the 5th edition concept of ritual casting.  In short, some spell can be cast without using a caster's allotted spells for a day.  Which spells can be cast in this way is limited and the time to cast them is increased greatly.  Rules to be posted when I have time, but I wanted to give a preview.
Title: Re: Magic in the 4th Era
Post by: Asinjin on January 26, 2021, 10:16:00 AM
Spell which currently are listed as multiple schools will no longer work.  There are only 12.
Title: Re: Magic in the 4th Era
Post by: Asinjin on January 26, 2021, 10:16:22 AM
Universal spells can be considered part of any school.
Title: Re: Magic in the 4th Era
Post by: Asinjin on January 26, 2021, 10:16:43 AM
School will be very important!
Title: Re: Magic in the 4th Era
Post by: Zunder on January 26, 2021, 01:45:35 PM
How about spells with sub-schools?
Title: Re: Magic in the 4th Era
Post by: Asinjin on January 26, 2021, 05:17:52 PM
How about spells with sub-schools?

Are they allowed, yes.

Title: Re: Magic in the 4th Era
Post by: Windblade on January 26, 2021, 05:56:09 PM
What are examples of Sub.  Aren't most spells that have a sub school, also have 2 different schools?
Title: Re: Magic in the 4th Era
Post by: Asinjin on January 26, 2021, 06:30:17 PM
What are examples of Sub.  Aren't most spells that have a sub school, also have 2 different schools?

No, sub schools are things like: song, shadow, etc.  For the purposes of these rules, only primary school is relevant.
Title: Re: Magic in the 4th Era
Post by: Asinjin on February 13, 2021, 08:24:22 PM
Magic items are more difficult to make. 

- Items which require spells from multiple schools cannot typically be made.

- Items needs to be more directly linked to body part to have normal cost.

- Slotless items are limited to ioun stones and other rare exceptions.
Title: Re: Magic in the 4th Era
Post by: Asinjin on February 13, 2021, 08:25:35 PM
Spell Like abilities are note effected by these rules.
Title: Re: Magic in the 4th Era
Post by: Asinjin on February 13, 2021, 08:27:36 PM
Some spells may be cast as a ritual. Spells cast as a ritual do not require concentration to maintain, unless the spell specifically list concentration in the description.

- Spells which require more than 1 minute to cast normally are already considered rituals.

- A ritual may not be cast if a spellcaster is concentrating on another spell.

- Rituals do not count against a spellcaster’s allotment of spells for a day.

- Feats that effect casting time may not be applied to ritual spells. Metamagic rods may not be used on ritual spells.

- To be eligible to be cast as a ritual, a spell must meet the following criteria:

o Duration over 1 round

o Casting time of at least 1 standard action

- Casting a spell as a ritual requires a longer time than typical for the spell

o 1 standard action requires 10 minutes * spell level

o 1 full round action requires 20 minutes * spell level

o 1 round requires 30 minutes * spell level

o 1 minute requires 1 hour * spell level
Title: Re: Magic in the 4th Era
Post by: Zunder on February 13, 2021, 11:59:12 PM
So.. I can cast Energy Immunity – Spell – D&D Tools (dndtools.org) (http://dndtools.org/spells/complete-arcane--55/energy-immunity--439/)
as a ritual, x number of times a day, only limited by the time it takes to cast. ( which is 1 hour ) ( 10 min * 6th level cleric )



Title: Re: Magic in the 4th Era
Post by: Asinjin on February 14, 2021, 09:23:31 AM
So.. I can cast Energy Immunity – Spell – D&D Tools (dndtools.org) (http://dndtools.org/spells/complete-arcane--55/energy-immunity--439/)
as a ritual, x number of times a day, only limited by the time it takes to cast. ( which is 1 hour ) ( 10 min * 6th level cleric )

Its 7th level for arcane spellcasters.  The ritual rules only apply to arcane.

So 70 minutes each, but yes, you could have a pack of characters immune to an element.

If you wanted to spend 5 hours, you could make someone immune to all 4 elements for a day for free.
Title: Re: Magic in the 4th Era
Post by: Zunder on February 14, 2021, 10:13:53 AM
Its 7th level for arcane spellcasters.  The ritual rules only apply to arcane.

So 70 minutes each, but yes, you could have a pack of characters immune to an element.

If you wanted to spend 5 hours, you could make someone immune to all 4 elements for a day for free.


Questions:
  - doesn't only applying to arcane casters give them a power boost over clerics?
  - does this apply only to prepared casters, or can sorcerers/bards do it as well?
Title: Re: Magic in the 4th Era
Post by: Asinjin on February 14, 2021, 10:24:10 AM

Questions:
  - doesn't only applying to arcane casters give them a power boost over clerics?
 

Balanced by the stone's being broken and it very hard to cast 7th+ in arcane.
Title: Re: Magic in the 4th Era
Post by: Asinjin on February 14, 2021, 10:24:48 AM

Questions:
  - does this apply only to prepared casters, or can sorcerers/bards do it as well?

Any arcane.
Title: Re: Magic in the 4th Era
Post by: Malchia on February 14, 2021, 11:11:11 AM
Are there benefits to spontaneous casting over prepared or vice versa?

From the notes and hints thus far, it appears there will be ways of bypassing the weave, but they won't be easy.

1) ritual casting
2) adding additional components; primarily material, but also somatic
3) adding casting time to spells which will limit metamagic options
4) direct deity intervention
Title: Re: Magic in the 4th Era
Post by: Asinjin on February 14, 2021, 12:19:39 PM
Are there benefits to spontaneous casting over prepared or vice versa?


Only the traditional ones.
Title: Re: Magic in the 4th Era
Post by: Windblade on February 14, 2021, 09:54:37 PM
Are there benefits to spontaneous casting over prepared or vice versa?

From the notes and hints thus far, it appears there will be ways of bypassing the weave, but they won't be easy.

1) ritual casting
2) adding additional components; primarily material, but also somatic
3) adding casting time to spells which will limit metamagic options
4) direct deity intervention

All of these are new ways of casting but none of them get around the rules that impact the weave being broken.  Which is all the new rules for stacking ongoing spells of different school.  However, they might get around the stones being broken in terms of how high of a level a spell you can cast but I am not sure.
Title: Re: Magic in the 4th Era
Post by: Zunder on February 14, 2021, 10:10:00 PM

if it's not on this list, is it 'can't cast'


e.g. Control Weather - which takes 10 minutes to cast.  or is it 10 hours * spell level

Some spells may be cast as a ritual. Spells cast as a ritual do not require concentration to maintain, unless the spell specifically list concentration in the description.

- Spells which require more than 1 minute to cast normally are already considered rituals.

- A ritual may not be cast if a spellcaster is concentrating on another spell.

- Rituals do not count against a spellcaster’s allotment of spells for a day.

- Feats that effect casting time may not be applied to ritual spells. Metamagic rods may not be used on ritual spells.

- To be eligible to be cast as a ritual, a spell must meet the following criteria:

o Duration over 1 round

o Casting time of at least 1 standard action

- Casting a spell as a ritual requires a longer time than typical for the spell

o 1 standard action requires 10 minutes * spell level

o 1 full round action requires 20 minutes * spell level

o 1 round requires 30 minutes * spell level

o 1 minute requires 1 hour * spell level
Title: Re: Magic in the 4th Era
Post by: Zunder on February 14, 2021, 10:11:30 PM
if it's not on this list, is it 'can't cast'


e.g. Control Weather - which takes 10 minutes to cast.  or is it 10 hours * spell level


also.  can a wizard without access to 9th level spell cast a 9th level ritual

Title: Re: Magic in the 4th Era
Post by: Asinjin on February 14, 2021, 11:05:45 PM
if it's not on this list, is it 'can't cast'


e.g. Control Weather - which takes 10 minutes to cast.  or is it 10 hours * spell level

It has to be cast in the traditional way.
Title: Re: Magic in the 4th Era
Post by: Hero on February 28, 2021, 11:07:32 AM
Magic items are more difficult to make. 

- Slotless items are limited to ioun stones and other rare exceptions.
There are tons of items in the DMG that are slotless: bag of holding, figurines of wondrous power, flying carpet, crystal ball, handy haversack, pearl of power...it’s a long list. Does the restriction on slotless items apply to core items, or are you aiming it more towards custom items?

It will only apply to items that give the wearer some content benefit or consistent benefit.  Not to tools and weapons.
Title: Re: Magic in the 4th Era
Post by: Hero on April 02, 2022, 04:46:19 PM
Does a wizard have to have the spell prepared in order to cast it as a ritual?

For example, Gnickel wants to cast Tiny Hut at the end of a day of adventuring so the group has a more comfortable place to rest at night. Does he have to spend an hour exchanging his prepared Lightning Bolt to memorize Tiny Hut, then cast TIny Hut as a ritual (taking 30 min), then spend another hour to swap Tiny Hut back to Lightning Bolt?

Not sure if we addressed this. I envisioned rituals to be more like a wizard reading directly from a spell book, so I’d vote that it does not need to be prepared in a traditional sense as long as the caster is in possession of a written version of the spell.

Should also consider adding a focus cost to ritual spells in addition to any other material costs. That would be for things like arcanic tools, exotic materials, etc that are necessary to turn a normal spell into a ritual. Maybe call it a kit that costs 100*(spell level)2 gc.
Title: Re: Magic in the 4th Era
Post by: Valdis on April 04, 2022, 03:17:24 PM
Does a wizard have to have the spell prepared in order to cast it as a ritual?

For example, Gnickel wants to cast Tiny Hut at the end of a day of adventuring so the group has a more comfortable place to rest at night. Does he have to spend an hour exchanging his prepared Lightning Bolt to memorize Tiny Hut, then cast TIny Hut as a ritual (taking 30 min), then spend another hour to swap Tiny Hut back to Lightning Bolt?

Not sure if we addressed this. I envisioned rituals to be more like a wizard reading directly from a spell book, so I’d vote that it does not need to be prepared in a traditional sense as long as the caster is in possession of a written version of the spell.

Should also consider adding a focus cost to ritual spells in addition to any other material costs. That would be for things like arcanic tools, exotic materials, etc that are necessary to turn a normal spell into a ritual. Maybe call it a kit that costs 100*(spell level)2 gc.

I like this idea.  Something akin to to an alchemist's kit for Ritual Spellcasters
Title: Re: Magic in the 4th Era
Post by: Malchia on April 04, 2022, 04:03:52 PM
Maybe call it a kit that costs 100*(spell level)2 gc.
That seems a little expensive, but that's just my humble opinion.
Title: Re: Magic in the 4th Era
Post by: Asinjin on April 04, 2022, 05:36:53 PM
Does a wizard have to have the spell prepared in order to cast it as a ritual?

For example, Gnickel wants to cast Tiny Hut at the end of a day of adventuring so the group has a more comfortable place to rest at night. Does he have to spend an hour exchanging his prepared Lightning Bolt to memorize Tiny Hut, then cast TIny Hut as a ritual (taking 30 min), then spend another hour to swap Tiny Hut back to Lightning Bolt?

Not sure if we addressed this. I envisioned rituals to be more like a wizard reading directly from a spell book, so I’d vote that it does not need to be prepared in a traditional sense as long as the caster is in possession of a written version of the spell.

Should also consider adding a focus cost to ritual spells in addition to any other material costs. That would be for things like arcanic tools, exotic materials, etc that are necessary to turn a normal spell into a ritual. Maybe call it a kit that costs 100*(spell level)2 gc.

They have to know the spell, but they don't need to have it prepared.
Title: Re: Magic in the 4th Era
Post by: Windblade on April 04, 2022, 06:49:46 PM
I also thought that not everyone can cast ritual spells that you had to be trained in it in some way.  However, the conversation was so long ago that I don't remember.
Title: Re: Magic in the 4th Era
Post by: Hero on April 04, 2022, 10:53:41 PM
I also thought that not everyone can cast ritual spells that you had to be trained in it in some way.  However, the conversation was so long ago that I don't remember.
I don’t think we planned on anything exceptional. The only requirement was having time.

I do like the concept of introducing a ritual focus/supplies. Cost I proposed is pretty cheap compared to an equivalent pearl of power. And it’s a one time cost.
Title: Re: Magic in the 4th Era
Post by: Asinjin on April 04, 2022, 11:51:02 PM
Some spells may be cast as a ritual.  Spells cast as a ritual do not require concentration to maintain, unless the spell specifically list concentration in the description.

Spells which require more than 1 minute to cast normally are already considered rituals.

A ritual may not be cast if a spellcaster is concentrating on another spell.

Rituals do not count against a spellcaster’s allotment of spells for a day.

Feats that effect casting time may not be applied to ritual spells.  Metamagic rods may not be used on ritual spells.

To be eligible to be cast as a ritual, a spell must meet the following criteria:

Duration over 1 round

Casting time of at least 1 standard action

Casting a spell as a ritual requires a longer time than typical for the spell

1 standard action requires 10 minutes * spell level

1 full round action requires 20 minutes * spell level

1 round requires 30 minutes * spell level

1 minute requires 1 hour * spell level

NEW FEAT: School Concentration – all spells in the school are considered similar.

NEW FEAT: Intelligent Concentration – a caster may use Intelligence modifier instead of Constitution modifier for Concentration checks involving spells.

NEW FEAT: Ritual Metamagic – the caster may apply metamagic feats to ritual spells.

NEW ITEM: Rod of Concentration – takes on the concentration of a one spell.

NEW ITEM: Crown of Metamagic Ritual – allows the caster to apply a metamagic rod to ritual spells.
Title: Re: Magic in the 4th Era
Post by: Malchia on April 05, 2022, 06:38:32 AM
NEW FEAT: School Concentration – all spells in the school are considered similar.
Could you elaborate on this a bit?

Also, I suggest adding the following feats:

NEW FEAT: Charming Concentration – a caster may use Charisma modifier instead of Constitution modifier for Concentration checks involving spells.

NEW FEAT: Wise Concentration – a caster may use Wisdom modifier instead of Constitution modifier for Concentration checks involving spells.
Title: Re: Magic in the 4th Era
Post by: Asinjin on April 05, 2022, 09:29:54 AM
If a caster casts the same spell multiple times, only 1 concentration check is required.  (for example, casting Invisibility on multiple allies).  Some spells are considered similar enough to be lumped together for purposes of concentration.  (Invisibility, Greater Invisibility, etc.)

NEW FEAT: School Concentration – all spells in the school are considered similar.

Note the prereq's for these feats have not yet been detailed.  This one would a be high prereq feat.