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Alternative casting methodologies for casters
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<blockquote data-quote="Sadrik" data-source="post: 6399055" data-attributes="member: 14506"><p>Fatigue Casting</p><p>Each spell you cast increases your potential for becoming exhausted. Roll a casting stat save after each time you cast a spell. DC is 10+spell level. If you fail your exhaustion level increases by 1 (PHB pg. 291).</p><p></p><p>This is a simple but effective way to limit spell casting. Eventually a caster will fail a save and at level 3 they are rolling with disadvantage. Alternatively this could be based off of CON rather than their casting stat. In this case it would be their ability to temper their potential of getting exhausted solely off of how tough they are.</p><p></p><p>Intervention</p><p>Before you cast a spell you must make a plea check as part of the components to casting the spell. This is a CHA check. If it is a spell on your spells known list (I recommend clerics receive this too) the DC is 10 + spell level. If it is another spell the DC is 15 + spell level. Each time you cast a spell you gain a Intervention Point, each of these points increases your DC by 1 as well. The DM may give you advantage or disadvantage as they deem fit as well. The bar should be fairly high when granting advantage and disadvantage on these rolls. If you fail the roll the spell does not come to you. Intervention is not required to cast 0 level spells. A short rest praying and pleading can remove one intervention point (offerings and sacrifices might remove more) and a long rest can remove all of them.</p><p></p><p>This is an excellent methodology for clerics and warlocks. Their ability to cast magic is based on their ability to connect directly with their patron/domain.</p></blockquote><p></p>
[QUOTE="Sadrik, post: 6399055, member: 14506"] Fatigue Casting Each spell you cast increases your potential for becoming exhausted. Roll a casting stat save after each time you cast a spell. DC is 10+spell level. If you fail your exhaustion level increases by 1 (PHB pg. 291). This is a simple but effective way to limit spell casting. Eventually a caster will fail a save and at level 3 they are rolling with disadvantage. Alternatively this could be based off of CON rather than their casting stat. In this case it would be their ability to temper their potential of getting exhausted solely off of how tough they are. Intervention Before you cast a spell you must make a plea check as part of the components to casting the spell. This is a CHA check. If it is a spell on your spells known list (I recommend clerics receive this too) the DC is 10 + spell level. If it is another spell the DC is 15 + spell level. Each time you cast a spell you gain a Intervention Point, each of these points increases your DC by 1 as well. The DM may give you advantage or disadvantage as they deem fit as well. The bar should be fairly high when granting advantage and disadvantage on these rolls. If you fail the roll the spell does not come to you. Intervention is not required to cast 0 level spells. A short rest praying and pleading can remove one intervention point (offerings and sacrifices might remove more) and a long rest can remove all of them. This is an excellent methodology for clerics and warlocks. Their ability to cast magic is based on their ability to connect directly with their patron/domain. [/QUOTE]
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Alternative casting methodologies for casters
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