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Anyone here use Soveriegn stone magic
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<blockquote data-quote="Archangel" data-source="post: 258971" data-attributes="member: 4537"><p>Well, in the most basic sense, each spell has a Casting Threshold. You can think of this as the spell's target number. Spellcasters have a Spellcasting Bonus, think of this as any d20 modifier (attribute mod, saving throw bonus, attack bonus, skill mod, etc.). When casting a spell, the caster rolls a d20 and adds his Spellcasting Bonus. If the total is equal to or greater than the Casting Threshold of the spell, the spell is cast. If not, the spellcaster can continue casting the next round by rolling a d20 and adding his Spellcasting Bonus and adding in the previous rounds total. The caster would continue this process until he is either disrupted or finishes the spell or falls unconscious (keep reading) or decides to stop casting.</p><p></p><p>To make things interesting, each round of casting the caster must make a Fortitude Save (the DC is dependant on the element you are casting and if it is one you are advantaged, neutral, or disadvantaged with) or suffer d4 subdual damage (this damage does not disrupt spellcasting unless it causes you to fall unconscious). </p><p></p><p>Void mages take d4 points of real damage, instead of subdual damage, and this cannot be healed by magic (only rest).</p><p></p><p>That about sums it up, it is slower than core rules and inherently more dangerous (but not overly so). On the other hand a caster is not limited in his spells per day.</p><p></p><p>Also, there is the level of knowledge that a caster has with his spells. He gets so many that are Intimate Knowledge (no spellbook needed), Quick Reference (a quick glance in the spellbook and an hour to cast the spell), or Full Reference (a careful reading before each casting).</p><p></p><p>I think that is the gist of it.</p></blockquote><p></p>
[QUOTE="Archangel, post: 258971, member: 4537"] Well, in the most basic sense, each spell has a Casting Threshold. You can think of this as the spell's target number. Spellcasters have a Spellcasting Bonus, think of this as any d20 modifier (attribute mod, saving throw bonus, attack bonus, skill mod, etc.). When casting a spell, the caster rolls a d20 and adds his Spellcasting Bonus. If the total is equal to or greater than the Casting Threshold of the spell, the spell is cast. If not, the spellcaster can continue casting the next round by rolling a d20 and adding his Spellcasting Bonus and adding in the previous rounds total. The caster would continue this process until he is either disrupted or finishes the spell or falls unconscious (keep reading) or decides to stop casting. To make things interesting, each round of casting the caster must make a Fortitude Save (the DC is dependant on the element you are casting and if it is one you are advantaged, neutral, or disadvantaged with) or suffer d4 subdual damage (this damage does not disrupt spellcasting unless it causes you to fall unconscious). Void mages take d4 points of real damage, instead of subdual damage, and this cannot be healed by magic (only rest). That about sums it up, it is slower than core rules and inherently more dangerous (but not overly so). On the other hand a caster is not limited in his spells per day. Also, there is the level of knowledge that a caster has with his spells. He gets so many that are Intimate Knowledge (no spellbook needed), Quick Reference (a quick glance in the spellbook and an hour to cast the spell), or Full Reference (a careful reading before each casting). I think that is the gist of it. [/QUOTE]
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