Priest_Sidran
First Post
Primitive Screwhead said:Hmm..
Partially connected thought... use a Hit Point like stat:
Spell points {SP} are gained with Caster level, full casters get 1D10 SP, partial casters gain 1D6 SP. Your spellcasting atribute adds to this.
To cast a spell you spend however many SP as the spell costs {in EoM this is MP cost, in Core this is level x2} and succeed at a Spellcraft check DC 10 + SP cost. Failure doubles the cost of the spell. If the casting of the spell depletes your available SP, the excess is taken as lethal damage. You cannot normally cast spells without available SPs.
Then..
If using more SP than your caster level, you have to make a Will save against DC 10 + SP or become fatigued.
If using more SP than you character level, you additinally have to make a Fort save against DC 10 + SP or take non-lethal damage equal to the SP cost.
SP regenerate at 1/8th total per hour of total rest., or at a set time of day if a divine caster.
In this manner a high level caster can reliably cast a number of low level spells..and a low level mage can try to burn through a high powered spell.
Example: Mage casting a Fireball, 3rd level spell by a 7th level caster who has 10 SP remaining. SP cost is 6.
If the spell craft check fails against DC 16 {approx 30% chance}, the SP cost increases to 12.
Since 12 is higher than the caster level *and* character level, the Mage needs to make 2 saves, a Will save and a Fort save vs DC 22. {approx 80% and 95% chance respectively}
If he fails both, he becomes fatigued and takes 22 non-lethal points of damage.
Since he only had 10 SPs remaining, his pool is reduced to 0 SP and he takes 2 HPs of lethal damage.
The use of Spell Points in this manner simply put a cap on the number of spells per day to avoid mages tossing off *one* huge spell to end battles.... but the option still exists if they are willing to possibly die from the attempt.
- Said 7th level caster could try to push out a 20 point spell {9th level}, DC 30 is about a 5% chance of success.. failing would set the Will and Fort saves at DC 40.. out of reach at his level. So he would be almost guarenteed to be fatigued, KO'd and possibly dead.
This would require only minimal tweaking to the current system...I may try this out with my current campaign if the Mage goes for EoM.. since there is only minor changes to this, added benefit of being able to overcast balanced by potential of fatigue/damage...
I appriciate this idea more than you know, and it may very well solve the issue for the favor of implimenting these new rules.
Though I prolly would call it Essence after Shadowrun, or Witchcraft RPG, which has been another influence on my choices.
Essence: Is in effect the amount of spiritual energy a character has in its reservoir, an attribute that quantifies the amount of Vitality Points a character has. (Aptitude is a part of this new attribute) Unlike other attributes which are able to be raised by earned ability points Essence is not able to be raised in this way. Some magic items, and/or feats may awaken more potential but what a character starts the game with is more than likely what their stuck with. It is after all their "natural" ability to use magic.
Vitality works like hit points but on a mental, and spiritual level, it encompasses subdual damage, and fatigue from exhaustion, or from casting magic. A character whose vitality becomes zero falls unconscious and must make a Fortitude save DC 20 or go into a coma. A character who falls into a coma can be restored in one of three ways, he may make an additional save 1 per day for 1d4 days after he falls into a coma to break out of it, he may be healed by a Cure serious wounds spell, or by drinking a potion of vitality restoration.
Force: works off of Essence a characters Force is equal to their Essence modifier (if any)
A character can spend 4 skill points to raise their force by .5 as if it were a cross class skill.
Force is able to be applied in to ways, a character can use up to the maximum total of his force x3 in order to cast spells of a higher level than he would normally be allowed. Doing so is risky (see below). To cast a spell a character must set a force equal to the level of the spell he is trying to cast. (For free-form spells this can go higher than 9th level). His force works as a way of determining his caster level, for example character with force of 3 has a caster level equivalency to a 3rd level caster. Using force however costs a character vitality drain. The normal being 1 point for every to force points used to cast the spell.
Free-Form Casting: As a full round action a caster with an essence of 15 or higher can cast a free form spell which is an on the spot spell created for a single purpose at a -2 Spellcraft check penalty. If a spellcraft check fails while a character is attempting to cast a free form spell her Fort save DC doubles, though the damage to her vitality remains the same.
A free form casting works in the exact same way as a regular casting, with the exception that the set force of the spell is its spell level. A Caster who casts above his force (and thus his caster level) risks injury or death and must make a Fortitude save DC 15+ spell level
(damage for failure is on a sliding scale that goes upwards for every point of force used over the actual force a character possess)
Regular casting: A caster can cast any spell from their class spell lists (in the PHB, elsewhere) provided that he A) has enough force to pay for one half of the total needed, and b) has seen the spell in use (I.E. knows the spell). A character can still set his force higher than his actual score is but he risks damage doing so (see Free-Form Casting above)
Spellcraft Checks: Spellcraft checks are made to see if a spell is successfully cast, only spells that are instantaneous (sp?) are not required to make such a check. A spellcraft check, that fails requires a character to succeed at a Fortitude save DC 15+spell level or take a backlash of vitality damage (again based on this sliding scale of damage) If a character fails on a check made for a spell for which he has not used extra force he takes 1d4 points of Vitality damage.
1 Point over Force =1d6
2 Points over Force =1d8
3 Points over Force =1d10
4 Points over Force =1d12
5 Points over Force =2d8
6 Points over Force =2d10
7 Points over Force =2d12
8 Points over Force =3d8
9 Points over Force =3d10
(Tell me if I got this wrong)
Drain, Fatigue, Vitality damage: All three are interchangeable for the same thing, the character takes an amount of mental damage from spells, even those that he successfully casts drain 1 point for every 2 points of Force used.
Addiction, Aging, and Other Drawbacks: Characters who use magic for evil quickly become addicted to the power it gives them, each time a character casts a spell with an evil descriptor in it or which has a harming effect he must make a will save equal to the 10 + spell level or become addicted (addicted characters take a -2 penalty to further saves made to resist such casting, and a +2 bonus on Spellcraft checks made to cast such a spell) the negative effects of addiction stack, while the positive fade (after four castings of such as spell the positive bonus to spellcraft checks drops to a +1). A character who spends more than half of his vitality points while casting a single spell ages 1d10+5 years though he remains outwardly the same. A character who dies while casting a spell has a 10% chance of not returning when a raise dead, or resurrection spell are cast. Each time such an event occurs the amount raises by another 10% (to a maximum of 50%), a character who dies again potentially comes back with some new flaw (assigned at the time by the DM).
Metaphysical Skills:
A character who has a 15 or better essence is able to take any two metaphysical skills as class skills. Though only one can be taken from those skills that mimic the schools of a Wizard.
Some examples of this are
Second Sight: A character can detect incorporeal undead better with this skill. (more information as it becomes available)
Sixth Sense: A character is capable of seeing future events (or feeling premonitions about them)
Empathic Sense: A character can determine the emotions of a target of this skills check a critical success can even determine what the emotion is connected to (I.E. an NPC's attitude towards the player, etc)
Shifting: (Limited shapeshifting ability): A character who takes this skill must declare a medium or smaller creature which he then is able to become for a total of his skill Ranks +1 hour per day. A character can stay in this form longer than this total time but each hour spent doing so he takes 1d4 points of vitality drain, after 8 points are lost in this way he must make a Will save DC 20+ 1 for each hour spent in this form beyond the limit or " forget" how to return to his original form. A character can take this skill multiple times (to a total of three) each time he does so he must declare a new medium or smaller animal.
Elementalism: A character with this skill must declare which element he focuses on, for all spells that he casts which have this element in their descriptor he gains a +1 bonus on Spellcraft checks, and lowers the DC for vitality by -1 point. He can only take a maximum of 4 ranks in this skill for each element he may choose. Skill points spent in this way cost 2 for every 1 rank. He may take the skill for different elements (to a total of 2 elements). A character who takes Skill focus for this skill gains a 1d4 points of damage on any spell which he casts that also causes damage.
Suggest some more please....
Well there is the basics so far, any questions sugggestions, etc.
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