danzig138
Explorer
This is a system for spellcasting that is similar to that system provided in CoC d20, but designed for use with more typical d20 spells (levels and such). It is a rework of an older system I used. Any comments and suggestions are greatly appreciated. I'm updating it since I'm converting my CoC d20 game to a slightly more heroic d20 Modern game based on the Night Warrirors.
CASTING A SPELL
Under this system, the only limit a character has on the number of spells he may cast in a given day is his ability scores. Every time he casts a spell, one of his ability scores is temporarily reduced. Other than this, all normal spellcasting rules, such as range, duration, casting time, and so forth are used.
ABILITY SCORE DAMAGE FROM SPELLCASTING
Immediately after successfully casting a spell, the caster loses a number of points from an ability score, with the amount determined by the spell level.
Spell Level -- Ability Score Damage
0 -- 0 – 1
1 -- 1d2
2 -- 1d3
3 -- 1d4
4 -- 1d6
5 -- 1d8
6 -- 1d10
7 -- 1d12
8 -- 2d8
9 -- 3d6
10* -- 4d6
11* -- 5d6
12* -- 6d6
13* -- 7d6
14* -- 8d6
15* -- 9d6
There are two methods used to determine which ability score is affected:
METHOD 1
When the character first learns a spell, select one ability score. From this point on, all ability score loss for spellcasting comes from this score. For example, Joe is third level when he first learns to cast a spell. He decides that his Charisma will be the ability score that suffers damage when he casts spells.
METHOD 2
Using this method, the spell’s school determines the ability score that is damaged:
For example, Joe wants to cast arcane eye, a fourth level divination spell. Under method 1, he would lose five points from his Charisma when he casts the spell. Using method 2, he would suffer a five-point loss to his Intelligence.
OPTIONAL
Spellcasting under this system can be devastating to the caster. If the Game Master approves, the spellcaster may receive a Fortitude save to reduce or negate the ability score loss from spellcasting. The DC for such a save is 15 + spell level. A successful save can have one of the two following effects:
METAMAGIC FEATS
Under this system, metamagic feats function normally. Simply determine the ability damage from the effective level of the spell.
For example, Joe wants to cast fireball, with the empower spell and enlarge spell feats applied to it. Empower spell uses a spell slot two levels higher than normal, increasing the effective spell level to five, and enlarge spell uses a slot one level higher, increasing the effective spell level to 6, so Joe’s ability damage, instead of 1d4 for a third level spell, will be 1d10, as if casting a sixth level spell.
In addition, there are 10 feats designed to work with this system. I figure I'll post those if anyone is interested.
CASTING A SPELL
Under this system, the only limit a character has on the number of spells he may cast in a given day is his ability scores. Every time he casts a spell, one of his ability scores is temporarily reduced. Other than this, all normal spellcasting rules, such as range, duration, casting time, and so forth are used.
ABILITY SCORE DAMAGE FROM SPELLCASTING
Immediately after successfully casting a spell, the caster loses a number of points from an ability score, with the amount determined by the spell level.
Spell Level -- Ability Score Damage
0 -- 0 – 1
1 -- 1d2
2 -- 1d3
3 -- 1d4
4 -- 1d6
5 -- 1d8
6 -- 1d10
7 -- 1d12
8 -- 2d8
9 -- 3d6
10* -- 4d6
11* -- 5d6
12* -- 6d6
13* -- 7d6
14* -- 8d6
15* -- 9d6
There are two methods used to determine which ability score is affected:
METHOD 1
When the character first learns a spell, select one ability score. From this point on, all ability score loss for spellcasting comes from this score. For example, Joe is third level when he first learns to cast a spell. He decides that his Charisma will be the ability score that suffers damage when he casts spells.
METHOD 2
Using this method, the spell’s school determines the ability score that is damaged:
- Abjuration: Wisdom
- Conjuration: Intelligence or Wisdom (player’s choice)
- Divination: Intelligence
- Enchantment: Charisma
- Evocation: Strength
- Illusion: Intelligence or Wisdom (player’s choice)
- Necromancy: Constitution
- Transmutation: Dexterity
- Universal: Player’s choice
For example, Joe wants to cast arcane eye, a fourth level divination spell. Under method 1, he would lose five points from his Charisma when he casts the spell. Using method 2, he would suffer a five-point loss to his Intelligence.
OPTIONAL
Spellcasting under this system can be devastating to the caster. If the Game Master approves, the spellcaster may receive a Fortitude save to reduce or negate the ability score loss from spellcasting. The DC for such a save is 15 + spell level. A successful save can have one of the two following effects:
- Reduce the damage to one-half (round up), with no minimum
- Reduce the damage to zero
METAMAGIC FEATS
Under this system, metamagic feats function normally. Simply determine the ability damage from the effective level of the spell.
For example, Joe wants to cast fireball, with the empower spell and enlarge spell feats applied to it. Empower spell uses a spell slot two levels higher than normal, increasing the effective spell level to five, and enlarge spell uses a slot one level higher, increasing the effective spell level to 6, so Joe’s ability damage, instead of 1d4 for a third level spell, will be 1d10, as if casting a sixth level spell.
In addition, there are 10 feats designed to work with this system. I figure I'll post those if anyone is interested.