DreamChaser
Explorer
WIZARD SPELL CASTING
Threshold Rating—every wizard has a Threshold rating. This number determines the number of spells he can prepare and the difficulty of casting his spells. A wizard's Threshold rating is equal to (1 + his level) / 2 (max. 9).
Learning Spells—a wizard can learn any spell of any level he desires. All he needs to do is study it for 1 day per spell level (1/2 day for a cantrip) and he can add it to his spell book.[/color]
Preparing Spells—a wizard prepares spells to make them less strenuous to cast. At any time, a wizard can have a number of spell levels prepared equal to 3 x his Threshold rating. In addition, he may prepare a number of cantrips equal to his Int mod + his Threshold rating. Preparing a spell requires 10 minutes.
Casting Spells—when casting a prepared spell, a wizard must make a Spellcraft check (base DC 10 + (2 x spell level). A +5 is added to the DC for every level the spell is above the wizard's Threshold rating. The check can be modified by a number of factors.
Casting Unprepared Spells—in extreme circumstances, a wizard will not have time to prepare a spell that he needs. In these cases, he can attempt to cast the spell directly from his spell book. In order to cast an unprepared spell, the wizard must first consult his spell book (a full round action that incites an attack of opportunity). After this round, which is considered part of the spell casting for purposes of tracking damage, the wizard may begin to cast the spell.
When casting an unprepared spell, a wizard must make a Spellcraft check (base DC 20 + (2 x spell level). A +5 is added to the DC for every level the spell is above the wizard's (Threshold rating – 1). The check itself can be modified by a number of factors.
Metamagic Feats and Spell Casting—a wizard does not prepare spells with metamagic feats included; instead, he chooses which feats to add at the time of casting. The metamagic increases the spell level (and thus the DC) of the spell just as it ordinarily would. To determine the DC of a metamagically enhanced spell, add the spell level to the total level modifiers for the feats: this is the adjusted level of the spell. If the adjusted level is above the wizard's Threshold rating, then the +5 per exceeded level is added in normally.
The Spell Roll—when a spell is cast, a single d20 is rolled. This single roll determines three things about the spell. First, it determines the success or failure of the spell casting (the Spellcraft check). Second, it is the die roll for the caster level check to overcome Spell Resistance. Finally, it becomes the base for the save DC of the spell: the wizard's Intelligence modifier and the spell's level are added to the roll to determine the final save DC.
* * * * * * * * * * * * * * * * * * * * *
Any comments would be welcome...I'm looking to try to balance this with other spellcasters who have the advantage of their spells always working and the cap on prepared spells can really limit wizards in the short term. They can always take the time to prepare a spell, but only if they have the time to take.
Threshold Rating—every wizard has a Threshold rating. This number determines the number of spells he can prepare and the difficulty of casting his spells. A wizard's Threshold rating is equal to (1 + his level) / 2 (max. 9).
Learning Spells—a wizard can learn any spell of any level he desires. All he needs to do is study it for 1 day per spell level (1/2 day for a cantrip) and he can add it to his spell book.[/color]
Preparing Spells—a wizard prepares spells to make them less strenuous to cast. At any time, a wizard can have a number of spell levels prepared equal to 3 x his Threshold rating. In addition, he may prepare a number of cantrips equal to his Int mod + his Threshold rating. Preparing a spell requires 10 minutes.
Casting Spells—when casting a prepared spell, a wizard must make a Spellcraft check (base DC 10 + (2 x spell level). A +5 is added to the DC for every level the spell is above the wizard's Threshold rating. The check can be modified by a number of factors.
-
*The armor check penalty of any armor worn is applied to the Spellcraft check.
*A penalty equal to the number of points of damage the wizard takes while casting.
*A +1 (max. +5) for every round spent concentrating before beginning casting.
Casting Unprepared Spells—in extreme circumstances, a wizard will not have time to prepare a spell that he needs. In these cases, he can attempt to cast the spell directly from his spell book. In order to cast an unprepared spell, the wizard must first consult his spell book (a full round action that incites an attack of opportunity). After this round, which is considered part of the spell casting for purposes of tracking damage, the wizard may begin to cast the spell.
When casting an unprepared spell, a wizard must make a Spellcraft check (base DC 20 + (2 x spell level). A +5 is added to the DC for every level the spell is above the wizard's (Threshold rating – 1). The check itself can be modified by a number of factors.
*Armor and damage affect the check just as they would for a prepared spell.
*Concentration cannot improve the die roll. Instead, the wizard may spend time partially preparing the spell. Every minute spent in preparation grants a +1 to the skill check (to a maximum of +9 after which the spell would be completely prepared).
Metamagic Feats and Spell Casting—a wizard does not prepare spells with metamagic feats included; instead, he chooses which feats to add at the time of casting. The metamagic increases the spell level (and thus the DC) of the spell just as it ordinarily would. To determine the DC of a metamagically enhanced spell, add the spell level to the total level modifiers for the feats: this is the adjusted level of the spell. If the adjusted level is above the wizard's Threshold rating, then the +5 per exceeded level is added in normally.
The Spell Roll—when a spell is cast, a single d20 is rolled. This single roll determines three things about the spell. First, it determines the success or failure of the spell casting (the Spellcraft check). Second, it is the die roll for the caster level check to overcome Spell Resistance. Finally, it becomes the base for the save DC of the spell: the wizard's Intelligence modifier and the spell's level are added to the roll to determine the final save DC.
*Rolling a "1"—most of the time a "1" during a skill check signifies disaster. In spell casting, this is no different. If a natural "1" is rolled on a spell casting check it represents a botched casting. If the modified roll would be a failure, then the spell fails normally; if, however, the modified roll is a success, then the spell succeeds but with minimal effect. Any die rolls that would modify the effect of the spell (damage, HD effected, etc.) are automatically minimized (usually meaning a "1" on the die roll). If there are no random effects, then the spell works, but as poorly as possible (DM discretion).
* * * * * * * * * * * * * * * * * * * * *
Any comments would be welcome...I'm looking to try to balance this with other spellcasters who have the advantage of their spells always working and the cap on prepared spells can really limit wizards in the short term. They can always take the time to prepare a spell, but only if they have the time to take.
Last edited: