We are making several changes to traditional D&D magic:
- There is no prepared spellcasting. Runemages (wizards), clerics, champions (paladins) and rangers are spontaneous casters with limited spell selection.
- Caster levels for bards, clerics, druids, geomancers (sorcerers) and runemages advance at half rate, on odd levels. For example, a 13th level cleric counts as a 7th level spellcaster, and hence has just learned 4th level spells. A 20th level runemage is a 10th level spellcaster who wields 5th level spells.
- There are no spell slots. Rather, casting spells is now tied to vitality. The cost of a spell equals the minimum class level needed to know that spell. For example, the aforementioned 13th level cleric pays 13 vitality to cast destruction (a 7th level spell). A 20th level paladin pays 16 vitality to manifest holy sword, because 16th level is when he first obtains 4th level spells. Vitality returns at a rate of 1 per round. In summary, this system means that magic users have less punch but always have something left to cast.
- Talk to us if you want to play a necromancer.
- Psionics will not be allowed, but rune magic is thematically similar enough that you could play a psion-flavored character.
Metamagic feats
To use a metamagic feat, spend vitality corresponding to the adjusted level of the spell. You are limited to your normal maximum effective spell level as normal. Casting a spell with one or more metamagic feats requires a full-round action, as normal for spontaneous casters, with the exception of quickened spells. Runemages who want to "slow cast" to avoid expending a rune can do so with a metamagically adjusted spell, but it takes a number of rounds corresponding to the effective spell level—e.g., maximized acid arrow takes 5 full rounds to cast.