+5 DC per +1 to saves
Hmm.. thanks for the advise. When I playtested, I will post the results.
Thanks for your quick answer.

+5 DC per +1 to saves
ValhallaGH said:I had a thought that a caster be able to cast any spell, even the unknown, though at a hefty penalty. Something along the lines of -(10 * Manitude of Spell + 10) to the Spellcraft check. So -10 for dabbler spells, -20 for first magnitude, to -40 for third magnitude. Big enough to be daunting but not so big that it can't be attempted by a caster with enough time and resources.
Having the spell chosen by one of your Talents would mean that you know it, so you wouldn't take the unknown spell penalty on your spellcraft check.
Any thoughts from you folks? I'm particularly interested in input from those who've used the BCCS system a lot.
(( Yes, this is a cross-post from another forum. I felt the need to expand my audience. ))
Nebulous said:Last year i adapted Ars Magica 4th edition to d20 rules. It had a mechanic where you could try to cast spells beyond your capability, but it took time, and you needed to expend resources to accomplish it. So yes, i think that such a mechanic is possible in TS. Incidentally, i was thinking about bundling Air/Earth/Fire/Water into a single Elemental Lore talent. Would that still be balanced? I mean, you're still limited by all the subdamage they deal.
Thanks. I realize it would drastically alter the tone of magic in the game but I also think that it would be a cool thing to see and do, and I've become increasingly engrossed by doing cool things in game. Now, my question is, is my proposal balanced or do I need to make it even more difficult?Nebulous said:Last year i adapted Ars Magica 4th edition to d20 rules. It had a mechanic where you could try to cast spells beyond your capability, but it took time, and you needed to expend resources to accomplish it. So yes, i think that such a mechanic is possible in TS.
It all depends on how you percieve elemental casters in your setting. As is, the system is perfectly arranged for an element-based magic system such as most oriental traditions, including Shugenja, where each caster specializes in a specific element and there are some common overlapping areas. If you prefer that everyone who messes with elements to be equally capable with all elements then it shouldn't be too much of an issue to lump them all together. I don't think you should give all four of the persistant bonuses, though.Incidentally, i was thinking about bundling Air/Earth/Fire/Water into a single Elemental Lore talent. Would that still be balanced? I mean, you're still limited by all the subdamage they deal.
ValhallaGH said:Thanks. I realize it would drastically alter the tone of magic in the game but I also think that it would be a cool thing to see and do, and I've become increasingly engrossed by doing cool things in game. Now, my question is, is my proposal balanced or do I need to make it even more difficult?
How is rolling a 1 on a casting check any different from rolling ones on attack rolls? The combat class that rolls a bunch of ones 'wastes' its action just as surely as the caster who's spell fails to cast. I've heard many complaints about the caster but I've never heard complaints about the combat class (away from the game table); I wonder why that is?Nebulous said:I had a thought about failing to cast a spell. In D&D, it is often discouraging to try and do something, and still fail and actually be useless for a round.
ValhallaGH said:How is rolling a 1 on a casting check any different from rolling ones on attack rolls? The combat class that rolls a bunch of ones 'wastes' its action just as surely as the caster who's spell fails to cast. I've heard many complaints about the caster but I've never heard complaints about the combat class (away from the game table); I wonder why that is?![]()
That arguement point worked!Nebulous said:It's not. You're right, it happens all the time. But when a PC rolls a 1 on a combat roll, i always embellish it with a description of what actually happened, even though they were still "useless" for that round.
I see a couple of options, then. First is to come up with some flavorful descriptors for your mages, just as you do for your warriors ("You speak the final words and a column of flame briefly surrounds the armored warrior. He steps forward and it disappears into a cloud of ash, flaking off of his cloak.") Second, you could come up with some sort of minimal mechanical benefits which would do almost exactly the same thing, flavor wise, but introduces the possiblity of destroying a foe with a failed spell. Third, you could follow one of Mike Mearls's magic systems and have the spell randomly affect a nearby target in the way least beneficial to the caster; so the bull's strength affects the minotaur rather than the barbarian, or gives a -4 penalty to the barbarian's strength, or makes one of the paladin's arms fall off or some other horrible thing.I was just thinking along the same lines with a spellcaster, to maintain a consistent feel that you are meddling with vast and often uncontrollable powers.