kitcik
Adventurer
EDIT: Adding an intro.
The main thrust of these changes is to re-introduce casting times (a la 1E), which effectively reduced the power of casters. I tried to do it in a way that changes 3E mechanics as little as possible and does not require re-thinking every spell and determining a casting time.
All changes OTHER than the casting time change are suggested to simply make the casting time change more effective.
CASTING TIMES
Any spells that take 1 standard action must be declared prior to the start of a round.
A caster begins casting a standard action spell at the start of the round and completes it after the standard action portion of their turn. They may take a 5' step during their turn, prior to the completion of casting the spell, at no penalty. They may take a move action during their turn, prior to the completion of casting the spell, but this requires a Concentration check for "vigorous motion." Any free, swift, immediate or move equivalent actions taken during their turn, prior to the completion of casting, may require a Concentration check at the discretion of the DM. If the caster completes the spell at the begining of their turn, they may use their remaining actions (move, swift, free) without penalty.
Any successful attacks (or other interference) on the caster which occur during the round prior to the caster's initiative (or as a result of readied actions or AoEs, as per existing rules) force a Concentration check.
ANCILLARY CHANGES TO MAKE THIS MORE EFFECTIVE
When casting a standard action spell, a caster acts as if their initiative roll were 5 lower than the actual result (this does not "carry over" to later rounds in which they do not cast). For instance, caster gets an adjusted roll of 23. They cast only a swift action spell in round one and act on 23. In round 2, they cast a standard action spell and act on 18 (23-5). In round 3, they do not cast a spell and act on 23 again.
The DC of all Concentration checks is increased by 5.
The caster is considered flat-footed while casting. For purposes of grappling and tripping (only), they are considered one size category smaller while casting.
Unlike most skill checks, Concentration checks made to avoid spell failure automatically succeed on a natural roll of 20. On a natural roll of 1, they result in an automatic failure and a mishap, similar to a scroll mishap.
The main thrust of these changes is to re-introduce casting times (a la 1E), which effectively reduced the power of casters. I tried to do it in a way that changes 3E mechanics as little as possible and does not require re-thinking every spell and determining a casting time.
All changes OTHER than the casting time change are suggested to simply make the casting time change more effective.
CASTING TIMES
Any spells that take 1 standard action must be declared prior to the start of a round.
A caster begins casting a standard action spell at the start of the round and completes it after the standard action portion of their turn. They may take a 5' step during their turn, prior to the completion of casting the spell, at no penalty. They may take a move action during their turn, prior to the completion of casting the spell, but this requires a Concentration check for "vigorous motion." Any free, swift, immediate or move equivalent actions taken during their turn, prior to the completion of casting, may require a Concentration check at the discretion of the DM. If the caster completes the spell at the begining of their turn, they may use their remaining actions (move, swift, free) without penalty.
Any successful attacks (or other interference) on the caster which occur during the round prior to the caster's initiative (or as a result of readied actions or AoEs, as per existing rules) force a Concentration check.
ANCILLARY CHANGES TO MAKE THIS MORE EFFECTIVE
When casting a standard action spell, a caster acts as if their initiative roll were 5 lower than the actual result (this does not "carry over" to later rounds in which they do not cast). For instance, caster gets an adjusted roll of 23. They cast only a swift action spell in round one and act on 23. In round 2, they cast a standard action spell and act on 18 (23-5). In round 3, they do not cast a spell and act on 23 again.
The DC of all Concentration checks is increased by 5.
The caster is considered flat-footed while casting. For purposes of grappling and tripping (only), they are considered one size category smaller while casting.
Unlike most skill checks, Concentration checks made to avoid spell failure automatically succeed on a natural roll of 20. On a natural roll of 1, they result in an automatic failure and a mishap, similar to a scroll mishap.
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