WarQuest World: Cooldown
WarQuest Campaign Setting Rules
I still owe people who hit “like” on the Rogue Genius Games Facebook page a microsetting of at least 1,100 words. That Microsetting is going to be the WarQuest World, a setting where players of a MMORPG get sucked ibnto the online game-world, and must learn to survive and thrive there. Rather than wait until it’s all done, I’m putting some of it out in pieces.
WarQuest World will have some new rules elements for the Pathfinder RPG, including Cooldown.
Cooldown: For spellcasters.
You can cast one more spell per day of each spell level, but when you cast your highest-level spells you can’t use spells of that level again for a number of rounds. This cooldown period, and what level spells it applies to, are determined by the highest-level spell you can cast (as shown below).
Cooldown rules both help stave off the 15-minute adventuring day (spellcasters retain their most potent spells longer and have more total castings per day), and reduces nova effects (where spellcasters wipe out an encounter in the first 3 rounds, then want to stop adventuring).
A spell raised to a higher level with metamagic counts as its effective level, rather than its original level.
Highest Spell Level; Spells affected & Cooldown
1st; 1st (1 round)
2nd; 2nd (1 round)
3rd; 3rd (1 round)
4th; 3rd (1 round), 4th (2 rounds)
5th; 4th (1 round), 5th (2 rounds)
6th; 4th (1 round), 5th (2 rounds); 6th (3 rounds)
7th; 5th (1 round), 6th (2 rounds); 7th (3 rounds)
8th; 6th (1 round), 7th (2 rounds); 8th (3 rounds)
9th; 6th (1 round), 7th (2 rounds); 8th (3 rounds); 9th (4 rounds)