User:Ubergeek63/Spell Slots (3.5e Variant Rule)

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Author: Ubergeek63 (talk)
Date Created: 06/21/2017
Status: developement
Editing: Clarity edits only please
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Spell Slots[edit]

RANT: There is no such thing as Wizards of the Coast, just admit it: Either you play a Tactical Studies Rules (TSR) game (the publisher of Original, 1E and 2E), or you play a Mattel game (who bought D&D from WotC who bought it from TSR).

To bad Mattel refuses to own the ABORTION that is 4E: little more than an overpriced version of their card game MtG, with little but fluff differentiating the various classes!

MEAT: In the interests of simplifying caster and power users records we have here a "power/slots" mechanic with the simplicity of the Book of Nine Swords flip the card and the skill trick's once a round mechanics: simply a coin and a grid with a per round recharge that can be easily adjusted for the amount of power desired in the game

Mechanic[edit]

a very small grid with a column for each class level and bonus columns for you highest caster stat at your max spell level and two rows. Every column is a spell level and every cell is a recharge round. When you cast a spell your energy level goes down one column for every spell level and at the end of your turn you gain one cell. This, I believe, approximates a typical caster limits in battle, trying to conserve for a future battle that might never happen ... but then allows him to be back up for the next battle.

This is easily adjustable for different effective levels as well. increasing the number of columns gives more power at an instant and more rows slows the recharge rate

The Grid[edit]

LVL 0 1 2 3 4 5
EMPTY 2 4 6 8 10
1 3 5 7 9 MAX

Application[edit]

Ok, 5x2 is harsh at lvl 5: but you know what? At lvl 5 a wizard only gets 1 3rd, 2 2nd, 3 1st and 4 0 lvl spells for the entire day so a 5x3 actually makes more sense

So if you are starting a battle with your chip at max and you cast a lvl 3 spell you move your chip to the left 3 cells, one for each spell level, going from max to cell 5.

at the end of every turn you move your chip up one, from cell 5 to cell 6 in this case

on your next turn you have the choice of any spell level again but if you cast a lvl 3 spell you have no energy left, but your single recharge every round will allow you to cast a cantrip at least


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