An Arduin Style Spell Casting Idea

fiache

First Post
I kicked this around for a while and finally put it into print. I have not play tested it at all. And due to moving, getting divorced, moving again, and then just for the excitement moving one more time; its not likely I'll be in a group anytime soon.
But look it over and let me know what you think, things I missed, and tweaks. Thanks.

ARDUIN STYLE SPELLCASTING

ABILITIES AND SPELLCASTERS

Each spellcasting class has spellcasting capability tied to a specific Ability, as described by that class. If a character's score in that ability is 9 or lower, the character can't cast spells tied to that ability.

The Ability score will also determine the number of Mana points a character has. A character will have only one pool of mana points regardless of the number of spellcasting classes she has levels in or whether the spells are derived from arcane or divine sources.

How to determine Mana Points: Each spell casting class a character takes will have a specific ability score tied to its spell casting abilities. Additionally each class has a spell rating denoted in the table for that class. Determine the mana points available for each spell casting class in this fassion:

Sum ability score and class spell rating, subtract 1; now divide by 4 (if spontaneous spellcasting class divide by 2.5 instead). Next multiply by class level. For Divine classes round up, Arcane classes round down. In formula it looks like this:

Non-spontaneous class: (Ability score + class spell rating - 1) / 4 * class level
Spontaneous class: ((Ability score + class spell rating) - 1) / 2 * class level

If Divine class Round up; else Round down.

Finally total all mana from all classes to get the total mana available to the character. Sorry it’s a little complicated, better then my first draft though. A show of hands for those who guessed I was once a math teacher :)

Class spell rating or spell rating is the Magic Rating from Unearthed Arcana -- which in a nut shell: each character has two Magic Ratings, one Arcane, one Divine. Each level of a particular class gives 1, 1/2 or 1/4 point to this rating. Clerics, druids, wizards & sorcerers add 1. Bards, monks, paladins and rangers add 1/2. Fighter classes add 1/4. Class dictates whether it goes toward divine or arcane, with fighter classes adding to both.
There may be some confusion why class level and spell rating are both used; rather then one or the other. Basicly because spell rating does not follow class level in most cases (Blackguard, Scald, etc), but a character should gain a little additional power at each level gain regardless of spell rating.

Using the mana point system does reduce the overall power of spell casters by 10%, but does allow for some more versatile and creative uses of spell casters. And anyway I wanted less powerful spell casters as it was. The loss of uniqueness for spontaneous casters is compensated for by a substantially larger (over 50% greater) mana pool for such classes over non-spontaneous classes.

Arcane classes that prepare spells are still required to prepare spells, but this determines the list of spells available for casting during that day. For bonus spells, from domains, specialties, or high ability scores; these add directly to the available list. (Example: an envoker gets one additional envocation spell per level).

Spontaneous spell casters don’t have to prepare spells, they can cast any spell they know, by spending the required number of mana points. For classes that have some minor spontaneous spell casting, such spells are always a part of the available spell list.

Divine spellcasters are allowed to cast any spell available based on the god they follow.


CASTING A SPELL

To cast a spell, the character must be able to speak (if the spell has a verbal component), gesture (if it has a somatic component), and manipulate the material components or focus (if any). Additionally, the character must concentrate to cast a spell. (See below for details.)

If a spell has multiple versions, the character chooses which version to use when the character casts it. The character doesn't have to learn/prepare a specific version of the spell.

There is no limit to the number of times a spell may be cast per day except that the spell must be on the caster’s known (spontaneous)/prepared (non-spontaneous) list and the mana cost must be met at the time of casting (see below Pushing Spells for exceptions).

Mana Cost: each spell costs mana points based on the table below (see Rune Weaving for an exception). Thus a first level spell costs 1 mana point, a fourth level spell costs 5 mana points. A 0 level spell costs ½ mana point (sorry forgot it in the table).

[PRE]
Spell..Mana.......Spell..Mana.......Spell..Mana
.Lvl...Cost..........Lvl...Cost..........Lvl...Cost
..1......1..............6......8............11.....14
..2......2..............7......9............12.....16
..3......4..............8.....10...........13.....17
..4......5..............9.....12...........14.....18
..5......6............10.....13............15.....20
[/PRE]

The caster uses his/her spell rating (either arcane or divine) to determine any variable effects such as range or duration that where based on caster level, do not use the class level. Spells that deal a number of dice of damage based on caster level (fireball) deal damage as if cast at the minimum caster level (5th for fireball). Spells that deal damage partially based on caster level, but that don’t deal a number of dice of damage based on caster level, use the characters spell rating to determine the damage.
A character can pay additional mana to increase the damage dealt by such spells as fireball or magic missile. For each die of damage added it costs 1 mana point. A spell may be pushed in this manner up to the limits of the caster’s spell rating.
As example, an 9th level caster (spell rating 9) casts magic missile; the cost is 1 mana + 1 mana per missile added or 5 mana total for all five missiles (this must be determined at the time of casting). This same caster casting fireball would pay 4 mana for a fireball of 5 dice, or 8 mana for one of 9 dice. A 9th level caster who cast produce flame would deal 1d4 + 3 damage at a cost of 2 mana points. This extra mana cost is considered pushing the spell and thus effects the spell success rate (see below).


Spell Success

Spellcasters must succeed at a Will save for any spell cast. The base DC is 5 + 2 * spell level. This is modified by Pushing, special effects, Meta-magic feats or countering attempts, see the table. A magic missile spell would have a DC of 7, while a fireball’s DC would be 11. Note spell level is the level reflected by the caster, i.e. Paladins gain “virtue” as a first level spell. And yes DC for 0 level spells is 5.


{update}
A caster can use Will or Spellcraft for Spell Success.
Should the caster be hit or distracted during casting (any situation addressed under the concentration skill). Use the same DC under that skill description with a -10 mod to determine the mod to the success roll. Additional Concentration Skill reduces the DC in such cases.

Arcane Spell Failure: I use this for all spell casters. Convert to a d20 value by dividing the % by 5. Add this value to the DC. Wearing leather +2, chainmail +4. Enjoy.

If the Will save is successful the spell has its normal affects. If the Will save is failed by 4 or less the spell fails, the mana cost is spent and there is no other effect. If the Will save is failed by 5 or more the spell mishaps; a failure by 10 increases the mishap one level (minor to major, major to wild, and wild to catastrophic). A roll of 1 is an automatic failure (but not an automatic mishap) and the spell is removed from the caster’s spell availability list until the next rest period. Tally failures between rest periods, when the total number of spell failures equals or exceeds the caster’s spell rating, the caster’s mana pool is reduced to zero, regardless of any other factors (mana recovers in the normally fashion).

Extra mana spent: extra mana spent to increase a spells range, duration, damage, etc. increases the DC by 1 per 2 (or fraction of) mana points spent.

Also a caster may spend additional mana to stabilize her spells and increase the success rate. For each 1 mana point spent in this way the DC is decreased by 1. This is the only way spending extra mana can help spell success.

Meta-magic feats may be used by the caster at the time of casting and are not required to be accounted for during spell prep. The spell’s level for mana cost and success DC is the regular spell level modified by any Meta-magic feat(s) added. This conceivable could increase a spell’s level over what the character is allowed to cast due to class level. In such cases the amount by which the spell exceeds the character’s maximum level for that spell type (arcane or divine) increases the success DC by 2, and the mana cost by 2 for non-spontaneous spellcasters or 1 for spontaneous spellcasters. This additional mana cost does not change the success rate further.
NOTE: the character MUST have an ability score equal to or greater then 10 + the modified spell level or the spell can not be cast. Example: a 7th level Wizard is casting a Quickened magic missile. The effective spell level is 5; a 7th level Wizard has a max of 4th level spells. The DC will be 17 (5 + 5*2 + 2*1) and the cost will be 8 (6 + 1*2) mana. A 7th level Sorcerer (3rd level spells max) would have DC 19 (5 + 5*2 + 2*2) with a cost of 8 (6 + 2*1) mana.

Pushing Spells: a spell caster can push the effects of any spell he knows. Pushing a spell increases the mana cost and the success DC. Pushing Spells has the same effect as adding Meta-magic feats, but covers Meta-magic feats that are unknown by the caster. Follow the effects as noted above, but additionally increase the DC by 3 (non-spontaneous)/2 (spontaneous) per level the Meta-magic feat adds to the spell. Increase cost by 2 per such level. Thus from the example above, if the above 7th level caster does not know the Quicken Spell feat, the DC becomes 29 (5 + 5*2 + 2*1 + 3*4) and the cost will be 16 (6 + 2*1 + 2*4) mana. Our Sorcerer would have DC 27 (5 + 5*2 + 2*2 + 2*4) at a cost of 16 (6 + 1*2 + 2*4).

Exceeding one’s mana pool: In most cases a spell caster must pay the spell’s mana cost or the spell can not be cast. But desperate casters can even achieve this, but at very great risk. A caster can attempt to cast a spell for which she does not have sufficient mana points available. She can choose to use Con points in place of mana points on a 1 to 1 basis; and if she chooses she can use up all her Con points in this fashion (dieing once the spell is completed). This is considered temporary ability damage, but the character is still dead when she reaches 0 Con. For each mana point not covered by the character’s mana pool but covered by Con damage the spell’s DC increases by 1. For each mana point not covered by either the mana pool or Con damage the DC increases by 3. Should the Will save fail by 10 or more, in addition to the spell going wild, the character’s spell rating is permanently reduced by an amount equal to the spell’s level. No character may have a class spell rating that exceeds her character spell rating. And should the character’s spell rating every drop to 0 the character becomes a non-magic being, never again able to cast any sort of spells; even if the spell rating should at a later date increase (can you say “Burn-Out”?). The character’s effective age increases one level also (its not the miles it’s the mileage). As long as the character’s spell rating remains 0 the character can not use any magic items that require activation, concentration, reading, etc. Items with combat bonuses or items like potions will still work for the character, and other sorts of items will again work for the character once her spell rating increases (from leveling up).

Countering Spells: a spell caster can attempt to counter any spell she knows (and has prepared if that is a factor). The caster who wishes to counter a spell must not have acted yet in the round (a change from the book) and must make a successful Spell craft check (DC 15 if the counterer chose the ready action and targeted the counterie, DC 20 if not, even if the counterer chose the ready action but watched a different target. PLUS the spell’s level). If the spell is successfully identified and is on the counterer’s available spell list, the counterer cast a counter spell. Mana cost is the same for the spell just as if normally cast (but one doesn’t need to pay additional mana for damage dealing spells). Subtract the caster’s spell rating from the counterer’s spell rating add 5. If this is less then 5 raise it to 5. Add this to the spell’s success DC (5 is the minimum modifier and one can’t make a spell easier to cast by countering it). Additionally both the counterer and the caster may spend additional mana this modifies the success DC by 1 (up or down, spender’s choice) per 1 mana spent in this way.

As example a 4th level spell caster attempts to cast magic missile, a 3rd level caster attempts to counter it, succeeding on the spell craft check. The DC for the spell to be successfully cast is modified by +5 (3 – 4 = -1 + 5 = 4, but minimum is 5). With no other factors in effect this will make the DC for success a 12 (regularly a 7).


Range, Casting Time, Saving Throws are indentical as outlined in the book or SRD.


Spell Mishaps are Minor, Major, Wild and Catastrophic. I use the tables from Natural 20 Presses' "Wild Spellcraft" for Minor, Major and Wild results. Catastrophic results I use the Arduin Grimore's Spell Critical Failure. I'm planning to work out my own tables, but just haven't gotten too it yet. And I'm not going to re-type the above tables here, I typed this damn thing twice and its taken two hours. I'll post my tables when I get them finished -- soon I promise.
 
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