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A Spell Burn Mod
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<blockquote data-quote="jstater" data-source="post: 1607476" data-attributes="member: 14359"><p>My homebrew system requires a caster level check to cast a spell. Each spell you've attempted in a day increases the DC of these checks by +1. So, if you've attempted to cast 4 spells in a day, your 5th spell's caster level check DC will be increased by +4.</p><p></p><p>I'm still tinkering with the base DCs, so I won't post those.</p><p></p><p>Anyhow, after three failures in day, your character becomes fatigued, as per the rules in the DMG.</p><p></p><p>Three more failures leaves you exhausted.</p><p></p><p>Three more and you're staggered.</p><p></p><p>One failure after that leaves you unconscious.</p><p></p><p>Obviously, I'm not allowing any magical means of getting around these conditions, and so far the spellcaster in my group has never let herself get past the point of fatigue.</p><p></p><p>The system has worked so far, but it's still in the testing stages. It originally was going to make use of ability damage, but I could never quite balance that system. Hit points didn't work either, because it made classes like the ranger and paladin better spellcasters than the wizard. Anyhow, the fatigue-exhaustion-staggered-unconscious chain worked for me because it was temporary (i.e. after resting for the night you could begin again the next day, refreshed), and the penalties involved were big enough to have an impact. The net result is casters who can cast more at low levels, when they need it, and less at high levels, when it becomes unbalancing.</p></blockquote><p></p>
[QUOTE="jstater, post: 1607476, member: 14359"] My homebrew system requires a caster level check to cast a spell. Each spell you've attempted in a day increases the DC of these checks by +1. So, if you've attempted to cast 4 spells in a day, your 5th spell's caster level check DC will be increased by +4. I'm still tinkering with the base DCs, so I won't post those. Anyhow, after three failures in day, your character becomes fatigued, as per the rules in the DMG. Three more failures leaves you exhausted. Three more and you're staggered. One failure after that leaves you unconscious. Obviously, I'm not allowing any magical means of getting around these conditions, and so far the spellcaster in my group has never let herself get past the point of fatigue. The system has worked so far, but it's still in the testing stages. It originally was going to make use of ability damage, but I could never quite balance that system. Hit points didn't work either, because it made classes like the ranger and paladin better spellcasters than the wizard. Anyhow, the fatigue-exhaustion-staggered-unconscious chain worked for me because it was temporary (i.e. after resting for the night you could begin again the next day, refreshed), and the penalties involved were big enough to have an impact. The net result is casters who can cast more at low levels, when they need it, and less at high levels, when it becomes unbalancing. [/QUOTE]
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