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A new way to be wizardly
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<blockquote data-quote="Beholder Bob" data-source="post: 996981" data-attributes="member: 12866"><p>Hello - I am trying to make spell casting more interesting - and different from each other. I have a system for Wizards, Bards, Divine casters, and psionics. Below is the system for Wizards.</p><p></p><p></p><p>WIZARD SPELL CASTING</p><p></p><p>DC 14+(2*spell LV) spell craft to cast w/out subdual damage.</p><p></p><p>Gain additional spell/day at 1 LV lower then cast spell if roll made by 5. This is applyed as if gained from a pearl of power.</p><p></p><p>Extra time in casting lowers spell DC, DMG (for failure) & bonus spell as if 1 LV less per unit. </p><p>1 full R / 5 full R / 2 Minutes, 15 Minutes, 1 Hour</p><p></p><p>Items that boost the Spell Craft roll are not counted for purposes of qualifying for the additional spell per day when the roll is made by 5 or more.</p><p></p><p>Spell focus gives +2 roll with that type of spell</p><p></p><p>Specialization gives +2 roll with that type of spell, but a –2 to all other rolls</p><p></p><p>Failure to make roll still results in spell being cast, but causes the caster 2*(LV) subdual damage. If the caster is unable to take subdual damage (due to item, being undead, etc.), take 1/2 this amount as normal damage instead.</p><p></p><p>Increase spell by +4 DC (not with casting “on the fly”) and if fail you: take no damage, fail to cast the spell but do not lose the spell. Also, do not gain a bonus spell if roll made by 5. Not usable to cast meta magic “on the fly”</p><p></p><p>Add meta-magic modifiers “on the fly”, increasing DC by 4 + (3*meta magic LV modifier). If the roll is failed, the spell is lost, and caster takes normal damage equal to 1d6 per (LV of spell + meta magic LV mod).</p><p></p><p>Casting spell from a magic device (reading a scroll) with spell completion require spell craft checks, and a failure does damage to the caster.</p><p></p><p>Physical contact with familiar grants a +2 to the casting check.</p><p> </p><p></p><p>Examples: 3rd LV wizard specialized in evocation, and with 7 ranks in spell craft and a 17 INT, casts a few spells. His has then, 12 modifier with Evocations, and an 8 modifier with the other schools.</p><p></p><p>He casts Cold Snap (2nd LV EVO), DC 18, with +12 roll. If the roll equals or exceeds a 23, he gains an additional casting of a 1st LV spell that day. If he fails, he takes 4 subdual damage. If he takes an extra round to cast this spell, the DC drops to 16, a roll of 21+ gives extra casting of a 0th LV spell, and if he fails his roll, the spell still goes off but he takes 2 HP subdual damage.</p><p></p><p>He casts Burning Hands (1st LV ALT), DC 16, with +8 roll. If the roll equals or exceeds a 21, he gains an additional casting of a 1st LV spell that day. If he fails, he takes 2 HP subdual damage.</p><p></p><p>He casts Cold Snap (2nd LV EVO), DC 18, with a meta magic on the fly (+2 LV adjustment, so the DC 18 + 4 + 6 = 28, failure does (2+2)d6 damage, and the spell does not go off. If the roll equals or exceeds 33, he gains an additional casting of a 1st LV spell that day.</p></blockquote><p></p>
[QUOTE="Beholder Bob, post: 996981, member: 12866"] Hello - I am trying to make spell casting more interesting - and different from each other. I have a system for Wizards, Bards, Divine casters, and psionics. Below is the system for Wizards. WIZARD SPELL CASTING DC 14+(2*spell LV) spell craft to cast w/out subdual damage. Gain additional spell/day at 1 LV lower then cast spell if roll made by 5. This is applyed as if gained from a pearl of power. Extra time in casting lowers spell DC, DMG (for failure) & bonus spell as if 1 LV less per unit. 1 full R / 5 full R / 2 Minutes, 15 Minutes, 1 Hour Items that boost the Spell Craft roll are not counted for purposes of qualifying for the additional spell per day when the roll is made by 5 or more. Spell focus gives +2 roll with that type of spell Specialization gives +2 roll with that type of spell, but a –2 to all other rolls Failure to make roll still results in spell being cast, but causes the caster 2*(LV) subdual damage. If the caster is unable to take subdual damage (due to item, being undead, etc.), take 1/2 this amount as normal damage instead. Increase spell by +4 DC (not with casting “on the fly”) and if fail you: take no damage, fail to cast the spell but do not lose the spell. Also, do not gain a bonus spell if roll made by 5. Not usable to cast meta magic “on the fly” Add meta-magic modifiers “on the fly”, increasing DC by 4 + (3*meta magic LV modifier). If the roll is failed, the spell is lost, and caster takes normal damage equal to 1d6 per (LV of spell + meta magic LV mod). Casting spell from a magic device (reading a scroll) with spell completion require spell craft checks, and a failure does damage to the caster. Physical contact with familiar grants a +2 to the casting check. Examples: 3rd LV wizard specialized in evocation, and with 7 ranks in spell craft and a 17 INT, casts a few spells. His has then, 12 modifier with Evocations, and an 8 modifier with the other schools. He casts Cold Snap (2nd LV EVO), DC 18, with +12 roll. If the roll equals or exceeds a 23, he gains an additional casting of a 1st LV spell that day. If he fails, he takes 4 subdual damage. If he takes an extra round to cast this spell, the DC drops to 16, a roll of 21+ gives extra casting of a 0th LV spell, and if he fails his roll, the spell still goes off but he takes 2 HP subdual damage. He casts Burning Hands (1st LV ALT), DC 16, with +8 roll. If the roll equals or exceeds a 21, he gains an additional casting of a 1st LV spell that day. If he fails, he takes 2 HP subdual damage. He casts Cold Snap (2nd LV EVO), DC 18, with a meta magic on the fly (+2 LV adjustment, so the DC 18 + 4 + 6 = 28, failure does (2+2)d6 damage, and the spell does not go off. If the roll equals or exceeds 33, he gains an additional casting of a 1st LV spell that day. [/QUOTE]
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